diff options
author | leak <leak@bitmx.net> | 2012-03-14 18:51:51 +0100 |
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committer | leak <leak@bitmx.net> | 2012-03-14 18:51:51 +0100 |
commit | 2a5caef4a64645f788f6d3e33d6159725358f1dd (patch) | |
tree | 82978b70c72e756d5252bbce68fdec359e71f423 /src/server/game/Handlers/LootHandler.cpp | |
parent | b02a012b4784e2073593a75315616e093327e738 (diff) |
Revert "Core: more more cleanup" - Build test anyone?
This reverts commit 20cd4c71ee6336610daab304959909b2f6397287.
Diffstat (limited to 'src/server/game/Handlers/LootHandler.cpp')
-rwxr-xr-x | src/server/game/Handlers/LootHandler.cpp | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/src/server/game/Handlers/LootHandler.cpp b/src/server/game/Handlers/LootHandler.cpp index b4d6db5e80c..8e4b41a9be4 100755 --- a/src/server/game/Handlers/LootHandler.cpp +++ b/src/server/game/Handlers/LootHandler.cpp @@ -55,15 +55,15 @@ void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket & recv_data) } else if (IS_ITEM_GUID(lguid)) { - Item* item = player->GetItemByGuid(lguid); + Item* pItem = player->GetItemByGuid(lguid); - if (!item) + if (!pItem) { player->SendLootRelease(lguid); return; } - loot = &item->loot; + loot = &pItem->loot; } else if (IS_CORPSE_GUID(lguid)) { @@ -357,29 +357,29 @@ void WorldSession::DoLootRelease(uint64 lguid) } else if (IS_ITEM_GUID(lguid)) { - Item* item = player->GetItemByGuid(lguid); - if (!item) + Item* pItem = player->GetItemByGuid(lguid); + if (!pItem) return; - ItemTemplate const* proto = item->GetTemplate(); + ItemTemplate const* proto = pItem->GetTemplate(); // destroy only 5 items from stack in case prospecting and milling if (proto->Flags & (ITEM_PROTO_FLAG_PROSPECTABLE | ITEM_PROTO_FLAG_MILLABLE)) { - item->m_lootGenerated = false; - item->loot.clear(); + pItem->m_lootGenerated = false; + pItem->loot.clear(); - uint32 count = item->GetCount(); + uint32 count = pItem->GetCount(); // >=5 checked in spell code, but will work for cheating cases also with removing from another stacks. if (count > 5) count = 5; - player->DestroyItemCount(item, count, true); + player->DestroyItemCount(pItem, count, true); } else // FIXME: item must not be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or cheating possible. - player->DestroyItem(item->GetBagSlot(), item->GetSlot(), true); + player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true); return; // item can be looted only single player } else |