*Also include grouped items in the check added in 3e8840284b77.

--HG--
branch : trunk
This commit is contained in:
maximius
2009-11-04 19:17:15 -08:00
parent c15a8e201b
commit 93f3d27440

View File

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