Core/Loot: Allocate Loot separately from objects
Port From (https://github.com/TrinityCore/TrinityCore/commit/7957e2d380e08fa831765f610c0e29d2f3e11a04)
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@@ -112,7 +112,7 @@ namespace Game.Groups
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leader.SetPlayerFlag(PlayerFlags.GroupLeader);
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if (IsBGGroup() || IsBFGroup())
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{
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{
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m_groupFlags = GroupFlags.MaskBgRaid;
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m_groupCategory = GroupCategory.Instance;
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}
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@@ -992,7 +992,7 @@ namespace Game.Groups
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return true;
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}
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public void GroupLoot(Loot loot, WorldObject lootedObject)
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{
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byte itemSlot = 0;
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@@ -2525,7 +2525,7 @@ namespace Game.Groups
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{
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return GetMemberFlags(guid).HasAnyFlag(GroupMemberFlags.Assistant);
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}
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public ObjectGuid GetMemberGUID(string name)
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{
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foreach (var member in m_memberSlots)
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@@ -2778,7 +2778,7 @@ namespace Game.Groups
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RaidMarker[] m_markers = new RaidMarker[MapConst.RaidMarkersCount];
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uint m_activeMarkers;
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public static implicit operator bool (Group group)
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public static implicit operator bool(Group group)
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{
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return group != null;
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}
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