Core/Loot: Move loot rolls from Group to Loot
Port From (https://github.com/TrinityCore/TrinityCore/commit/3ef5079feeedfdafc9d3c1d9f865e96dbc77ecc8)
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@@ -188,20 +188,20 @@ namespace Game.Networking.Packets
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public ObjectGuid LootObj;
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}
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class LootRoll : ClientPacket
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class LootRollPacket : ClientPacket
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{
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public LootRoll(WorldPacket packet) : base(packet) { }
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public LootRollPacket(WorldPacket packet) : base(packet) { }
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public override void Read()
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{
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LootObj = _worldPacket.ReadPackedGuid();
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LootListID = _worldPacket.ReadUInt8();
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RollType = (RollType)_worldPacket.ReadUInt8();
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RollType = (RollVote)_worldPacket.ReadUInt8();
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}
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public ObjectGuid LootObj;
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public byte LootListID;
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public RollType RollType;
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public RollVote RollType;
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}
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class LootReleaseResponse : ServerPacket
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@@ -303,7 +303,7 @@ namespace Game.Networking.Packets
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public ObjectGuid LootObj;
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public ObjectGuid Player;
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public int Roll; // Roll value can be negative, it means that it is an "offspec" roll but only during roll selection broadcast (not when sending the result)
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public RollType RollType;
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public RollVote RollType;
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public LootItemData Item = new();
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public bool Autopassed; // Triggers message |HlootHistory:%d|h[Loot]|h: You automatically passed on: %s because you cannot loot that item.
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}
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@@ -326,7 +326,7 @@ namespace Game.Networking.Packets
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public ObjectGuid LootObj;
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public ObjectGuid Winner;
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public int Roll;
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public RollType RollType;
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public RollVote RollType;
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public LootItemData Item = new();
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public bool MainSpec;
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}
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