Core/Loot: Set loot dungeon encounter id before generating

Port From (https://github.com/TrinityCore/TrinityCore/commit/5f1a4cf9044d9ad65b49eb859ec36e1f62c2be10)
This commit is contained in:
hondacrx
2022-10-05 16:21:19 -04:00
parent 023fc60699
commit 86fa768ef3
4 changed files with 23 additions and 16 deletions
+9
View File
@@ -20,6 +20,7 @@ using Game.AI;
using Game.BattleFields;
using Game.BattleGrounds;
using Game.Combat;
using Game.DataStorage;
using Game.Groups;
using Game.Loots;
using Game.Maps;
@@ -778,6 +779,14 @@ namespace Game.Entities
if (creature.GetMap().Is25ManRaid())
loot.maxDuplicates = 3;
InstanceScript instance = creature.GetInstanceScript();
if (instance != null)
{
DungeonEncounterRecord dungeonEncounter = instance.GetBossDungeonEncounter(creature);
if (dungeonEncounter != null)
loot.SetDungeonEncounterId(dungeonEncounter.Id);
}
uint lootid = creature.GetCreatureTemplate().LootId;
if (lootid != 0)
loot.FillLoot(lootid, LootStorage.Creature, looter, false, false, creature.GetLootMode(), creature.GetMap().GetDifficultyLootItemContext());