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* When checking if players are eligible for reward after killing a creature, check for minimum of 50% of 'cur_health' prior to combat rather than max health. Fixes Murmur loot issue.
--HG-- branch : trunk
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@@ -154,6 +154,7 @@ m_creatureInfo(NULL), m_reactState(REACT_AGGRESSIVE), m_formation(NULL), m_summo
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m_unit_movement_flags = MOVEMENTFLAG_WALK_MODE;
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DisableReputationGain = false;
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ResetDamageByPlayers();
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m_MinPlayerDamageReq = (uint32)(m_creature->GetHealth / m_creature->GetMaxHealth * 50);
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}
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Creature::~Creature()
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@@ -722,10 +722,11 @@ class TRINITY_DLL_SPEC Creature : public Unit
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void SetDisableReputationGain(bool disable) { DisableReputationGain = disable; }
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bool IsReputationGainDisabled() { return DisableReputationGain; }
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bool IsDamageEnoughForLootingAndReward() { return m_unDamageByPlayers >= (uint32)(GetMaxHealth() / 2); }
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bool IsDamageEnoughForLootingAndReward() { return m_unDamageByPlayers >= m_MinPlayerDamageReq; }
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void AddDamageByPlayers(uint32 unDamage) { m_unDamageByPlayers += unDamage; }
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void ResetDamageByPlayers() { m_unDamageByPlayers = 0; }
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uint32 m_MinPlayerDamageReq;
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void SetOriginalEntry(uint32 entry) { m_originalEntry = entry; }
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protected:
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