Core/Loot: make Loot::AddItem() honor LootItem::AllowedForPlayer() so that items that cannot be looted don't prevent skinning.
Port From (https://github.com/TrinityCore/TrinityCore/commit/ef4d4e3d98eeb1edb2e0eb5dc92ba40aea9996f7)
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@@ -205,6 +205,29 @@ namespace Game.Loots
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lootItems.Add(generatedLoot);
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count -= proto.GetMaxStackSize();
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// In some cases, a dropped item should be visible/lootable only for some players in group
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bool canSeeItemInLootWindow = false;
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Player player = Global.ObjAccessor.FindPlayer(lootOwnerGUID);
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if (player != null)
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{
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Group group = player.GetGroup();
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if (group != null)
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{
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for (GroupReference itr = group.GetFirstMember(); itr != null; itr = itr.Next())
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{
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Player member = itr.GetSource();
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if (member != null)
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if (generatedLoot.AllowedForPlayer(member))
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canSeeItemInLootWindow = true;
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}
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}
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else if (generatedLoot.AllowedForPlayer(player))
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canSeeItemInLootWindow = true;
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}
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if (!canSeeItemInLootWindow)
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continue;
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// non-conditional one-player only items are counted here,
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// free for all items are counted in FillFFALoot(),
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// non-ffa conditionals are counted in FillNonQuestNonFFAConditionalLoot()
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@@ -232,6 +255,8 @@ namespace Game.Loots
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if (lootOwner == null)
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return false;
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lootOwnerGUID = lootOwner.GetGUID();
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LootTemplate tab = store.GetLootFor(lootId);
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if (tab == null)
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{
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@@ -851,6 +876,7 @@ namespace Game.Loots
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public uint gold;
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public byte unlootedCount;
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public ObjectGuid roundRobinPlayer; // GUID of the player having the Round-Robin ownership for the loot. If 0, round robin owner has released.
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ObjectGuid lootOwnerGUID;
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public LootType loot_type; // required for achievement system
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public byte maxDuplicates; // Max amount of items with the same entry that can drop (default is 1; on 25 man raid mode 3)
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