diff options
| author | Shauren <none@none> | 2010-11-24 15:32:50 +0100 |
|---|---|---|
| committer | Shauren <none@none> | 2010-11-24 15:32:50 +0100 |
| commit | 04c23ae7de7f0a59c7d11907cf7bd1502786c967 (patch) | |
| tree | b3ac2e879cff2d55cbc1f5c649d065c082392a77 /src/server/game/Loot/LootMgr.cpp | |
| parent | 650f62796a876b5edb187f05de28f388c7d2c5b2 (diff) | |
Core/Loot: Removed unused parameter from LootTemplate::Process
--HG--
branch : trunk
Diffstat (limited to 'src/server/game/Loot/LootMgr.cpp')
| -rwxr-xr-x | src/server/game/Loot/LootMgr.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/Loot/LootMgr.cpp b/src/server/game/Loot/LootMgr.cpp index d05bea7d2fc..55510cb735d 100755 --- a/src/server/game/Loot/LootMgr.cpp +++ b/src/server/game/Loot/LootMgr.cpp @@ -431,7 +431,7 @@ bool Loot::FillLoot(uint32 lootId, LootStore const& store, Player* lootOwner, bo items.reserve(MAX_NR_LOOT_ITEMS); quest_items.reserve(MAX_NR_QUEST_ITEMS); - tab->Process(*this, store, store.IsRatesAllowed(), lootMode); // Processing is done there, callback via Loot::AddItem() + tab->Process(*this, store.IsRatesAllowed(), lootMode); // Processing is done there, callback via Loot::AddItem() // Setting access rights for group loot case Group * pGroup = lootOwner->GetGroup(); @@ -1194,7 +1194,7 @@ void LootTemplate::CopyConditions(ConditionList conditions) } // Rolls for every item in the template and adds the rolled items the the loot -void LootTemplate::Process(Loot& loot, LootStore const& store, bool rate, uint16 lootMode, uint8 groupId) const +void LootTemplate::Process(Loot& loot, bool rate, uint16 lootMode, uint8 groupId) const { if (groupId) // Group reference uses own processing of the group { @@ -1240,7 +1240,7 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, bool rate, uint16 uint32 maxcount = uint32(float(i->maxcount) * sWorld.getRate(RATE_DROP_ITEM_REFERENCED_AMOUNT)); for (uint32 loop = 0; loop < maxcount; ++loop) // Ref multiplicator - Referenced->Process(loot, store, rate, lootMode, i->group); + Referenced->Process(loot, rate, lootMode, i->group); } else // Plain entries (not a reference, not grouped) loot.AddItem(*i); // Chance is already checked, just add |
