Core/Loot: Allocate Loot separately from objects
Port From (https://github.com/TrinityCore/TrinityCore/commit/7957e2d380e08fa831765f610c0e29d2f3e11a04)
This commit is contained in:
@@ -5187,7 +5187,8 @@ namespace Game.Spells
|
||||
return SpellCastResult.TargetUnskinnable;
|
||||
|
||||
Creature creature = m_targets.GetUnitTarget().ToCreature();
|
||||
if (!creature.IsCritter() && !creature.loot.IsLooted())
|
||||
Loot loot = creature.GetLootForPlayer(m_caster.ToPlayer());
|
||||
if (loot != null && !loot.IsLooted())
|
||||
return SpellCastResult.TargetNotLooted;
|
||||
|
||||
SkillType skill = creature.GetCreatureTemplate().GetRequiredLootSkill();
|
||||
|
||||
Reference in New Issue
Block a user