Core/Loot: Removed old auto looting code for currency token items
Port From (https://github.com/TrinityCore/TrinityCore/commit/605b75f6c06647345b44e9ef1975d01122ef129f)
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@@ -309,30 +309,6 @@ namespace Game.Loots
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questItemList = PlayerNonQuestNonFFAConditionalItems.LookupByKey(plguid);
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questItemList = PlayerNonQuestNonFFAConditionalItems.LookupByKey(plguid);
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if (questItemList.Empty())
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if (questItemList.Empty())
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FillNonQuestNonFFAConditionalLoot(player, presentAtLooting);
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FillNonQuestNonFFAConditionalLoot(player, presentAtLooting);
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// if not auto-processed player will have to come and pick it up manually
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if (!presentAtLooting)
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return;
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// Process currency items
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uint max_slot = GetMaxSlotInLootFor(player);
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LootItem item;
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int itemsSize = items.Count;
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for (byte i = 0; i < max_slot; ++i)
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{
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if (i < items.Count)
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item = items[i];
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else
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item = quest_items[i - itemsSize];
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if (!item.is_looted && item.freeforall && item.AllowedForPlayer(player))
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{
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ItemTemplate proto = Global.ObjectMgr.GetItemTemplate(item.itemid);
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if (proto != null)
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if (proto.IsCurrencyToken())
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player.StoreLootItem(i, this);
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}
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}
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}
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}
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List<NotNormalLootItem> FillFFALoot(Player player)
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List<NotNormalLootItem> FillFFALoot(Player player)
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