Core/Loot: Set loot dungeon encounter id before generating

This commit is contained in:
Shauren
2022-10-05 20:04:15 +02:00
parent bdf22f955d
commit 5f1a4cf904
6 changed files with 17 additions and 7 deletions

View File

@@ -35,6 +35,7 @@
#include "PhasingHandler.h"
#include "Player.h"
#include "RBAC.h"
#include "ScriptedCreature.h"
#include "ScriptReloadMgr.h"
#include "SmartEnum.h"
#include "SpellMgr.h"
@@ -729,6 +730,14 @@ DungeonEncounterEntry const* InstanceScript::GetBossDungeonEncounter(uint32 id)
return id < bosses.size() ? bosses[id].GetDungeonEncounterForDifficulty(instance->GetDifficultyID()) : nullptr;
}
DungeonEncounterEntry const* InstanceScript::GetBossDungeonEncounter(Creature const* creature) const
{
if (BossAI const* bossAi = dynamic_cast<BossAI const*>(creature->GetAI()))
return GetBossDungeonEncounter(bossAi->GetBossId());
return nullptr;
}
bool InstanceScript::CheckAchievementCriteriaMeet(uint32 criteria_id, Player const* /*source*/, Unit const* /*target*/ /*= nullptr*/, uint32 /*miscvalue1*/ /*= 0*/)
{
TC_LOG_ERROR("misc", "Achievement system call InstanceScript::CheckAchievementCriteriaMeet but instance script for map %u not have implementation for achievement criteria %u",