Core/Loot: Store references to Loot objects directly in players loot view map instead of guids of world objects holding that loot
Port From (https://github.com/TrinityCore/TrinityCore/commit/f19f32f2a49cf0eb235f1aa12106322bf9db2a15)
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@@ -22,6 +22,7 @@ using Game.Chat;
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using Game.DataStorage;
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using Game.Garrisons;
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using Game.Groups;
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using Game.Loots;
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using Game.Mails;
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using Game.Maps;
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using Game.Misc;
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@@ -238,7 +239,7 @@ namespace Game.Entities
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SceneMgr m_sceneMgr;
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Dictionary<ObjectGuid /*LootObject*/, ObjectGuid /*WorldObject*/> m_AELootView = new();
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Dictionary<ObjectGuid, Loot> m_AELootView = new();
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CUFProfile[] _CUFProfiles = new CUFProfile[PlayerConst.MaxCUFProfiles];
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float[] m_powerFraction = new float[(int)PowerType.MaxPerClass];
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