Core/Loot: Removed old auto looting code for currency token items

Port From (https://github.com/TrinityCore/TrinityCore/commit/605b75f6c06647345b44e9ef1975d01122ef129f)
This commit is contained in:
hondacrx
2022-08-25 13:34:52 -04:00
parent 4352d71942
commit 8407227e63
-24
View File
@@ -309,30 +309,6 @@ namespace Game.Loots
questItemList = PlayerNonQuestNonFFAConditionalItems.LookupByKey(plguid);
if (questItemList.Empty())
FillNonQuestNonFFAConditionalLoot(player, presentAtLooting);
// if not auto-processed player will have to come and pick it up manually
if (!presentAtLooting)
return;
// Process currency items
uint max_slot = GetMaxSlotInLootFor(player);
LootItem item;
int itemsSize = items.Count;
for (byte i = 0; i < max_slot; ++i)
{
if (i < items.Count)
item = items[i];
else
item = quest_items[i - itemsSize];
if (!item.is_looted && item.freeforall && item.AllowedForPlayer(player))
{
ItemTemplate proto = Global.ObjectMgr.GetItemTemplate(item.itemid);
if (proto != null)
if (proto.IsCurrencyToken())
player.StoreLootItem(i, this);
}
}
}
List<NotNormalLootItem> FillFFALoot(Player player)