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authorariel- <ariel-@users.noreply.github.com>2016-07-19 02:09:41 -0300
committerjoschiwald <joschiwald.trinity@gmail.com>2017-02-05 21:14:22 +0100
commit635ea3258ba362bc1e857b59d5521f793b7e70f2 (patch)
treeb6855fce9b5f866e45a9657e9013cd983c228f49
parent297c0a9b9e40180b6fc978137b71b18a525743ff (diff)
Core/Loot: fix bug introduced in a49544cc187d3a156b4615907d6b82057364fcc4 in which creatures only having gold wouldn't show lootable sparks, and thus couldn't be looted
(cherry picked from commit 59f71f915a03143a3896bcf55649bea44969800c)
-rw-r--r--src/server/game/Loot/LootMgr.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/server/game/Loot/LootMgr.cpp b/src/server/game/Loot/LootMgr.cpp
index 637315ee747..7b4b5a4d912 100644
--- a/src/server/game/Loot/LootMgr.cpp
+++ b/src/server/game/Loot/LootMgr.cpp
@@ -816,6 +816,10 @@ uint32 Loot::GetMaxSlotInLootFor(Player* player) const
// return true if there is any item that is lootable for any player (not quest item, FFA or conditional)
bool Loot::hasItemForAll() const
{
+ // Gold is always lootable
+ if (gold)
+ return true;
+
for (LootItem const& item : items)
if (!item.is_looted && !item.freeforall && item.conditions.empty())
return true;