diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 6f844fa86..15645647a 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -17171,7 +17171,7 @@ void Unit::Kill(Unit* killer, Unit* victim, bool durabilityLoss, WeaponAttackTyp creature->DeleteThreatList(); // must be after setDeathState which resets dynamic flags - if (!creature->loot.empty()) + if (!creature->loot.isLooted()) { creature->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE); } diff --git a/src/server/game/Loot/LootMgr.h b/src/server/game/Loot/LootMgr.h index 59e6c341c..32b1021f1 100644 --- a/src/server/game/Loot/LootMgr.h +++ b/src/server/game/Loot/LootMgr.h @@ -363,7 +363,7 @@ struct Loot loot_type = LOOT_NONE; } - [[nodiscard]] bool empty() const { return items.empty() && quest_items.empty() && gold == 0; } + [[nodiscard]] bool empty() const { return items.empty() && gold == 0; } [[nodiscard]] bool isLooted() const { return gold == 0 && unlootedCount == 0; } void NotifyItemRemoved(uint8 lootIndex);