Now correct patch version: Use spell_loot_table for item creating in case SPELL_EFFECT_CREATE_ITEM_2 (157) and itemType==0. Author: VladimirMangos

--HG--
branch : trunk
This commit is contained in:
Muhaha
2009-02-06 11:25:04 +01:00
parent e0b3d67c1e
commit 358d1bb14e
5 changed files with 13 additions and 12 deletions

View File

@@ -20232,7 +20232,7 @@ void Player::InitRunes()
SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);
}
bool Player::AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store)
void Player::AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store)
{
Loot loot;
loot.FillLoot (loot_id,store,this);
@@ -20247,10 +20247,12 @@ bool Player::AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore
if( msg != EQUIP_ERR_OK && bag != NULL_BAG)
msg = CanStoreNewItem( NULL_BAG, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
if(msg != EQUIP_ERR_OK)
return;
if(Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId))
SendNewItem(pItem, lootItem->count, true, true);
{
SendEquipError( msg, NULL, NULL );
return
}
Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId);
SendNewItem(pItem, lootItem->count, true, false);
}
uint32 Player::CalculateTalentsPoints() const