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)
This commit is contained in:
hondacrx
2022-09-18 15:40:17 -04:00
parent 76dd5b94f0
commit bfdbcd7cbe
4 changed files with 49 additions and 181 deletions
+2 -1
View File
@@ -22,6 +22,7 @@ using Game.Chat;
using Game.DataStorage;
using Game.Garrisons;
using Game.Groups;
using Game.Loots;
using Game.Mails;
using Game.Maps;
using Game.Misc;
@@ -238,7 +239,7 @@ namespace Game.Entities
SceneMgr m_sceneMgr;
Dictionary<ObjectGuid /*LootObject*/, ObjectGuid /*WorldObject*/> m_AELootView = new();
Dictionary<ObjectGuid, Loot> m_AELootView = new();
CUFProfile[] _CUFProfiles = new CUFProfile[PlayerConst.MaxCUFProfiles];
float[] m_powerFraction = new float[(int)PowerType.MaxPerClass];