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fix(Core/Loot): Proeprly handle UNIT_DYNFLAG_LOOTABLE flag. (#9761)
Fixes #9741
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@@ -17171,7 +17171,7 @@ void Unit::Kill(Unit* killer, Unit* victim, bool durabilityLoss, WeaponAttackTyp
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creature->DeleteThreatList();
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// must be after setDeathState which resets dynamic flags
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if (!creature->loot.empty())
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if (!creature->loot.isLooted())
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{
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creature->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
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}
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@@ -363,7 +363,7 @@ struct Loot
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loot_type = LOOT_NONE;
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}
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[[nodiscard]] bool empty() const { return items.empty() && quest_items.empty() && gold == 0; }
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[[nodiscard]] bool empty() const { return items.empty() && gold == 0; }
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[[nodiscard]] bool isLooted() const { return gold == 0 && unlootedCount == 0; }
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void NotifyItemRemoved(uint8 lootIndex);
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