Core/Loot: Allocate Loot separately from objects
Port From (https://github.com/TrinityCore/TrinityCore/commit/7957e2d380e08fa831765f610c0e29d2f3e11a04)
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@@ -3085,8 +3085,8 @@ namespace Game.Entities
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if (HasPendingBind())
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return false;
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Loot loot = creature.loot;
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if (loot.IsLooted()) // nothing to loot or everything looted.
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Loot loot = creature.GetLootForPlayer(this);
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if (loot == null || loot.IsLooted()) // nothing to loot or everything looted.
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return false;
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if (!loot.HasItemForAll() && !loot.HasItemFor(this)) // no loot in creature for this player
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return false;
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