Core/Loot: Move loot rolls from Group to Loot
Port From (https://github.com/TrinityCore/TrinityCore/commit/3ef5079feeedfdafc9d3c1d9f865e96dbc77ecc8)
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@@ -697,20 +697,7 @@ namespace Game.Entities
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}
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break;
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case GameObjectTypes.Chest:
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if (loot != null && m_groupLootTimer != 0)
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{
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if (m_groupLootTimer <= diff)
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{
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Group group = Global.GroupMgr.GetGroupByGUID(lootingGroupLowGUID);
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if (group)
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group.EndRoll(loot, GetMap());
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m_groupLootTimer = 0;
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lootingGroupLowGUID.Clear();
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}
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else
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m_groupLootTimer -= diff;
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}
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loot?.Update();
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// Non-consumable chest was partially looted and restock time passed, restock all loot now
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if (GetGoInfo().Chest.consumable == 0 && GameTime.GetGameTime() >= m_restockTime)
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@@ -3423,8 +3410,6 @@ namespace Game.Entities
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ObjectGuid m_lootRecipientGroup;
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LootModes m_LootMode; // bitmask, default LOOT_MODE_DEFAULT, determines what loot will be lootable
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uint m_lootGenerationTime;
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public uint m_groupLootTimer; // (msecs)timer used for group loot
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public ObjectGuid lootingGroupLowGUID; // used to find group which is looting
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long m_packedRotation;
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Quaternion m_localRotation;
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public Position StationaryPosition { get; set; }
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