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*Also include grouped items in the check added in 3e8840284b77.
--HG-- branch : trunk
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@@ -468,11 +468,11 @@ QuestItemList* Loot::FillQuestLoot(Player* player)
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for (uint8 i = 0; i < quest_items.size(); ++i)
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{
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LootItem &item = quest_items[i];
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if(!item.is_looted && item.AllowedForPlayer(player) )
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if (!item.is_looted && item.AllowedForPlayer(player))
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{
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ql->push_back(QuestItem(i));
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// questitems get blocked when they first apper in a
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// questitems get blocked when they first appear in a
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// player's quest vector
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//
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// increase once if one looter only, looter-times if free for all
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@@ -862,7 +862,13 @@ void LootTemplate::LootGroup::Process(Loot& loot, uint16 lootMode) const
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{
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LootStoreItem const * item = Roll();
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if (item != NULL && item->lootmode & lootMode) // only add this item if roll succeeds and the mode matches
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{
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for (LootItemList::const_iterator _item = loot.items.begin(); _item != loot.items.end(); ++_item)
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if (_item->itemid == i->itemid)
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return; // Never add the same item twice
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loot.AddItem(*item);
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}
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}
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// Overall chance for the group without equal chanced items
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