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authorTreeston <treeston.mmoc@gmail.com>2016-06-17 12:46:13 +0200
committerGitHub <noreply@github.com>2016-06-17 12:46:13 +0200
commita49544cc187d3a156b4615907d6b82057364fcc4 (patch)
tree9f3c5b841d54b885a2a7fc7727051c4de8407c52 /src/server/game/Handlers/LootHandler.cpp
parentb785242101f7be0cc6e29e86986b2184db1e43d6 (diff)
Creature/Loot: Do not display "lootable" sparkles for player even if others in the group still have quest items to be looted from creature. (#16265)
Diffstat (limited to 'src/server/game/Handlers/LootHandler.cpp')
-rw-r--r--src/server/game/Handlers/LootHandler.cpp7
1 files changed, 2 insertions, 5 deletions
diff --git a/src/server/game/Handlers/LootHandler.cpp b/src/server/game/Handlers/LootHandler.cpp
index ad5d8259e15..b0b06b517c8 100644
--- a/src/server/game/Handlers/LootHandler.cpp
+++ b/src/server/game/Handlers/LootHandler.cpp
@@ -370,13 +370,10 @@ void WorldSession::DoLootRelease(ObjectGuid lguid)
loot->roundRobinPlayer.Clear();
if (Group* group = player->GetGroup())
- {
group->SendLooter(creature, NULL);
-
- // force update of dynamic flags, otherwise other group's players still not able to loot.
- creature->ForceValuesUpdateAtIndex(UNIT_DYNAMIC_FLAGS);
- }
}
+ // force dynflag update to update looter and lootable info
+ creature->ForceValuesUpdateAtIndex(UNIT_DYNAMIC_FLAGS);
}
}