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fix(Core/Loot): Disenchanted, milled or prospected items should be se… (#14273)
fix(Core/Loot): Disenchanted, milled or prospected items should be sent as retrieval mail in case of full bags. Fixes #10798
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@@ -13250,18 +13250,19 @@ void Player::AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore cons
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}
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}
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void Player::StoreLootItem(uint8 lootSlot, Loot* loot)
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LootItem* Player::StoreLootItem(uint8 lootSlot, Loot* loot, InventoryResult& msg)
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{
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QuestItem* qitem = nullptr;
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QuestItem* ffaitem = nullptr;
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QuestItem* conditem = nullptr;
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LootItem* item = loot->LootItemInSlot(lootSlot, this, &qitem, &ffaitem, &conditem);
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msg = EQUIP_ERR_OK;
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LootItem* item = loot->LootItemInSlot(lootSlot, this, &qitem, &ffaitem, &conditem);
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if (!item || item->is_looted)
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{
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SendEquipError(EQUIP_ERR_ALREADY_LOOTED, nullptr, nullptr);
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return;
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return nullptr;
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}
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// Xinef: exploit protection, dont allow to loot normal items if player is not master loot and not below loot threshold
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@@ -13270,31 +13271,31 @@ void Player::StoreLootItem(uint8 lootSlot, Loot* loot)
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if (!qitem && !ffaitem && !conditem)
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{
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SendLootRelease(GetLootGUID());
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return;
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return nullptr;
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}
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if (!item->AllowedForPlayer(this, loot->sourceWorldObjectGUID))
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{
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SendLootRelease(GetLootGUID());
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return;
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return nullptr;
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}
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// questitems use the blocked field for other purposes
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if (!qitem && item->is_blocked)
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{
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SendLootRelease(GetLootGUID());
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return;
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return nullptr;
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}
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// xinef: dont allow protected item to be looted by someone else
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if (item->rollWinnerGUID && item->rollWinnerGUID != GetGUID())
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{
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SendLootRelease(GetLootGUID());
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return;
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return nullptr;
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}
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ItemPosCountVec dest;
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InventoryResult msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item->itemid, item->count);
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msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item->itemid, item->count);
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if (msg == EQUIP_ERR_OK)
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{
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AllowedLooterSet looters = item->GetAllowedLooters();
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@@ -13342,7 +13343,11 @@ void Player::StoreLootItem(uint8 lootSlot, Loot* loot)
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sScriptMgr->OnLootItem(this, newitem, item->count, this->GetLootGUID());
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}
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else
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{
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SendEquipError(msg, nullptr, nullptr, item->itemid);
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}
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return item;
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}
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uint32 Player::CalculateTalentsPoints() const
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@@ -1280,7 +1280,7 @@ public:
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bool StoreNewItemInBestSlots(uint32 item_id, uint32 item_count);
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void AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast = false);
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void AutoStoreLoot(uint32 loot_id, LootStore const& store, bool broadcast = false) { AutoStoreLoot(NULL_BAG, NULL_SLOT, loot_id, store, broadcast); }
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void StoreLootItem(uint8 lootSlot, Loot* loot);
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LootItem* StoreLootItem(uint8 lootSlot, Loot* loot, InventoryResult& msg);
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void UpdateLootAchievements(LootItem* item, Loot* loot);
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void UpdateTitansGrip();
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