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authorRichard <rblee88@gmail.com>2016-11-04 22:20:47 +1100
committerjoschiwald <joschiwald.trinity@gmail.com>2017-12-10 17:59:58 +0100
commit6c54fbbb03f909cb0f82857db50a9fce8a309f46 (patch)
tree850affd4dc3e3dfbbe7db6a67a81befd5ce830f6 /src/server/game/Entities/Player
parent1b7fb624d3a0fc5c5088790a3aeaf7453e298fae (diff)
[3.3.5] Core/Loot: Fix conditional Master Loot (#17943)
* Core/Loot: Fix master looting of conditional items follow_loot_rules was a flag intended to force certain quest items to be master looted. It should not be used for the NonQuestNonFFAConditionalLoot. The flag was originally introduced in 869ea349 "Core/Loot: fix the way quest items are handled. so far ive only found 3 quest items that should be able to be masterlooted. added a new flag to item_template.flagsCustom to allow for making a quest item always follow loot rules. a bonus may be the fix of the handlelootmasteropcode crash!" * Core/Loot: Rename QuestItem to NotNormalItem QuestItem struct was being used for quest items, ffa items, and conditional items. Renaming it to avoid confusion when working with ffa and conditional items * Core/Loot: Use existing AddAllowedLooter rather than reaching into allowedGUIDs directly * Core/Loot: Rename NotNormalItem to NotNormalLootItem (cherry picked from commit f5d3343f27f68c7837152fc592310397a686a83e) # Conflicts: # src/server/game/Entities/Item/Item.cpp # src/server/game/Loot/LootMgr.cpp # src/server/game/Loot/LootMgr.h
Diffstat (limited to 'src/server/game/Entities/Player')
-rw-r--r--src/server/game/Entities/Player/Player.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index 1f5136d4398..84497c7c3a8 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -25578,9 +25578,9 @@ void Player::AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore cons
void Player::StoreLootItem(uint8 lootSlot, Loot* loot, AELootResult* aeResult/* = nullptr*/)
{
- QuestItem* qitem = nullptr;
- QuestItem* ffaitem = nullptr;
- QuestItem* conditem = nullptr;
+ NotNormalLootItem* qitem = nullptr;
+ NotNormalLootItem* ffaitem = nullptr;
+ NotNormalLootItem* conditem = nullptr;
LootItem* item = loot->LootItemInSlot(lootSlot, this, &qitem, &ffaitem, &conditem);