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authormegamage <none@none>2009-02-08 21:45:31 -0600
committermegamage <none@none>2009-02-08 21:45:31 -0600
commit11b9bd42f76db238af914112bdc065fc8293451d (patch)
tree528b63daff3c2539ffa88cc44484e05c9a88e37b /src/game/GameObject.h
parenta908f8d0024fafc3238201e4c9fa872446b07c04 (diff)
Fixes and cleanups in loot code. Author: VladimirMangos
* Move not-normal loot tables generation in single place (Loot::FillLoot function) for group and non group case. * Simplify LootView code. --HG-- branch : trunk
Diffstat (limited to 'src/game/GameObject.h')
-rw-r--r--src/game/GameObject.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/GameObject.h b/src/game/GameObject.h
index 64cf1b9b159..a492e4dad35 100644
--- a/src/game/GameObject.h
+++ b/src/game/GameObject.h
@@ -511,7 +511,7 @@ class TRINITY_DLL_SPEC GameObject : public WorldObject
void Delete();
void SetSpellId(uint32 id) { m_spellId = id;}
uint32 GetSpellId() const { return m_spellId;}
- void getFishLoot(Loot *loot);
+ void getFishLoot(Loot *loot, Player* loot_owner);
GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
void SetGoType(GameobjectTypes type) { SetByteValue(GAMEOBJECT_BYTES_1, 1, type); }
uint8 GetGoState() const { return GetByteValue(GAMEOBJECT_BYTES_1, 0); }