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Core/Loot: Only allow the roll winner to loot the item he won in case it cannot be added to inventory instantly (full or any other reason) (#19037)
(cherry-picked from ab6ac42bf0)
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@@ -25751,6 +25751,13 @@ void Player::StoreLootItem(uint8 lootSlot, Loot* loot, AELootResult* aeResult/*
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return;
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}
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// dont allow protected item to be looted by someone else
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if (!item->rollWinnerGUID.IsEmpty() && item->rollWinnerGUID != GetGUID())
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{
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SendLootRelease(GetLootGUID());
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return;
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}
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ItemPosCountVec dest;
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InventoryResult msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item->itemid, item->count);
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if (msg == EQUIP_ERR_OK)
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@@ -1283,7 +1283,8 @@ void Group::CountTheRoll(Rolls::iterator rollI)
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else
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{
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item->is_blocked = false;
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player->SendEquipError(msg, NULL, NULL, roll->itemid);
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item->rollWinnerGUID = player->GetGUID();
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player->SendEquipError(msg, nullptr, nullptr, roll->itemid);
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}
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}
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}
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@@ -1335,7 +1336,8 @@ void Group::CountTheRoll(Rolls::iterator rollI)
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else
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{
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item->is_blocked = false;
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player->SendEquipError(msg, NULL, NULL, roll->itemid);
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item->rollWinnerGUID = player->GetGUID();
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player->SendEquipError(msg, nullptr, nullptr, roll->itemid);
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}
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}
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else if (rollvote == DISENCHANT)
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@@ -1360,7 +1362,7 @@ void Group::CountTheRoll(Rolls::iterator rollI)
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for (uint32 i = 0; i < max_slot; ++i)
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{
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LootItem* lootItem = loot.LootItemInSlot(i, player);
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player->SendEquipError(msg, NULL, NULL, lootItem->itemid);
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player->SendEquipError(msg, nullptr, nullptr, lootItem->itemid);
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player->SendItemRetrievalMail(lootItem->itemid, lootItem->count);
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}
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}
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@@ -55,6 +55,7 @@ LootItem::LootItem(LootStoreItem const& li)
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is_blocked = 0;
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is_underthreshold = 0;
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is_counted = 0;
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rollWinnerGUID = ObjectGuid::Empty;
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canSave = true;
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}
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@@ -518,6 +519,13 @@ void Loot::BuildLootResponse(WorldPackets::Loot::LootResponse& packet, Player* v
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// => item is lootable
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slot_type = LOOT_SLOT_TYPE_ALLOW_LOOT;
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}
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else if (!items[i].rollWinnerGUID.IsEmpty())
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{
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if (items[i].rollWinnerGUID == viewer->GetGUID())
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slot_type = LOOT_SLOT_TYPE_OWNER;
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else
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continue;
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}
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else
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// item shall not be displayed.
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continue;
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@@ -140,6 +140,7 @@ struct TC_GAME_API LootItem
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uint8 context;
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ConditionContainer conditions; // additional loot condition
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GuidSet allowedGUIDs;
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ObjectGuid rollWinnerGUID; // Stores the guid of person who won loot, if his bags are full only he can see the item in loot list!
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uint8 count : 8;
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bool is_looted : 1;
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bool is_blocked : 1;
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