Core/Loot: Initial support for personal loot in gameobjects (non-instanced content)
Port From (https://github.com/TrinityCore/TrinityCore/commit/641390dca2329041a6ef513c2c9f7b28d42d2762)
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@@ -18,11 +18,11 @@
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using Framework.Collections;
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using Framework.Constants;
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using Framework.Database;
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using Framework.Dynamic;
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using Framework.IO;
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using Game.Conditions;
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using Game.DataStorage;
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using Game.Entities;
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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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@@ -30,7 +30,6 @@ using Game.Movement;
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using Game.Scripting;
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using Game.Spells;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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@@ -4687,10 +4686,11 @@ namespace Game
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case GameObjectTypes.Chest:
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{
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// scan GO chest with loot including quest items
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uint lootId = pair.Value.GetLootId();
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// find quest loot for GO
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if (pair.Value.Chest.questID != 0 || Loots.LootStorage.Gameobject.HaveQuestLootFor(lootId))
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if (pair.Value.Chest.questID != 0
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|| LootStorage.Gameobject.HaveQuestLootFor(pair.Value.Chest.chestLoot)
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|| LootStorage.Gameobject.HaveQuestLootFor(pair.Value.Chest.chestPersonalLoot)
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|| LootStorage.Gameobject.HaveQuestLootFor(pair.Value.Chest.chestPushLoot))
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break;
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continue;
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