Core/Loot: Allocate Loot separately from objects

Port From (https://github.com/TrinityCore/TrinityCore/commit/7957e2d380e08fa831765f610c0e29d2f3e11a04)
This commit is contained in:
hondacrx
2022-09-02 14:14:04 -04:00
parent 0e4832809c
commit 7bba4bdd79
15 changed files with 160 additions and 126 deletions
+4 -4
View File
@@ -112,7 +112,7 @@ namespace Game.Groups
leader.SetPlayerFlag(PlayerFlags.GroupLeader);
if (IsBGGroup() || IsBFGroup())
{
{
m_groupFlags = GroupFlags.MaskBgRaid;
m_groupCategory = GroupCategory.Instance;
}
@@ -992,7 +992,7 @@ namespace Game.Groups
return true;
}
public void GroupLoot(Loot loot, WorldObject lootedObject)
{
byte itemSlot = 0;
@@ -2525,7 +2525,7 @@ namespace Game.Groups
{
return GetMemberFlags(guid).HasAnyFlag(GroupMemberFlags.Assistant);
}
public ObjectGuid GetMemberGUID(string name)
{
foreach (var member in m_memberSlots)
@@ -2778,7 +2778,7 @@ namespace Game.Groups
RaidMarker[] m_markers = new RaidMarker[MapConst.RaidMarkersCount];
uint m_activeMarkers;
public static implicit operator bool (Group group)
public static implicit operator bool(Group group)
{
return group != null;
}