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https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-02-02 02:23:49 +00:00
Add LootStore information to loot hooks
Please update your modules if you're using these functions
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@@ -462,7 +462,7 @@ bool Loot::FillLoot(uint32 lootId, LootStore const& store, Player* lootOwner, bo
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items.reserve(MAX_NR_LOOT_ITEMS);
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quest_items.reserve(MAX_NR_QUEST_ITEMS);
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tab->Process(*this, store.IsRatesAllowed(), lootMode, lootOwner); // Processing is done there, callback via Loot::AddItem()
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tab->Process(*this, store, lootMode, lootOwner); // Processing is done there, callback via Loot::AddItem()
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// Setting access rights for group loot case
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Group* group = lootOwner->GetGroup();
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@@ -1297,8 +1297,10 @@ void LootTemplate::CopyConditions(LootItem* li) const
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}
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// Rolls for every item in the template and adds the rolled items the the loot
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void LootTemplate::Process(Loot& loot, bool rate, uint16 lootMode, Player const* player, uint8 groupId) const
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void LootTemplate::Process(Loot& loot, LootStore const& store, uint16 lootMode, Player const* player, uint8 groupId) const
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{
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bool rate = store.IsRatesAllowed();
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if (groupId) // Group reference uses own processing of the group
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{
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if (groupId > Groups.size())
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@@ -1318,7 +1320,7 @@ void LootTemplate::Process(Loot& loot, bool rate, uint16 lootMode, Player const*
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if (!(item->lootmode & lootMode)) // Do not add if mode mismatch
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continue;
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sScriptMgr->OnBeforeItemRoll(player, loot, rate, lootMode, item);
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sScriptMgr->OnBeforeItemRoll(player, loot, rate, lootMode, item, store);
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if (!item->Roll(rate))
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continue; // Bad luck for the entry
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@@ -1330,12 +1332,12 @@ void LootTemplate::Process(Loot& loot, bool rate, uint16 lootMode, Player const*
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continue; // Error message already printed at loading stage
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uint32 maxcount = uint32(float(item->maxcount) * sWorld->getRate(RATE_DROP_ITEM_REFERENCED_AMOUNT));
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sScriptMgr->OnAfterRefCount(player, loot, rate, lootMode, item, maxcount);
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sScriptMgr->OnAfterRefCount(player, loot, rate, lootMode, item, maxcount, store);
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for (uint32 loop = 0; loop < maxcount; ++loop) // Ref multiplicator
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Referenced->Process(loot, rate, lootMode, player, item->group);
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Referenced->Process(loot, store, lootMode, player, item->group);
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} else {
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// Plain entries (not a reference, not grouped)
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sScriptMgr->OnBeforeDropAddItem(player, loot, rate, lootMode, item);
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sScriptMgr->OnBeforeDropAddItem(player, loot, rate, lootMode, item, store);
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loot.AddItem(*item); // Chance is already checked, just add
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}
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}
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