diff options
author | Shauren <shauren.trinity@gmail.com> | 2014-10-22 19:33:06 +0200 |
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committer | Shauren <shauren.trinity@gmail.com> | 2014-10-22 19:33:06 +0200 |
commit | afeeddb0e9d899f94c4a6e3ca917d4d5d9f78e01 (patch) | |
tree | b1fded06aba9351edc4d567d62754c429a237293 /src/server/game/Loot/LootMgr.h | |
parent | 71422dcd699607df6b8425160b3a592575f9e556 (diff) |
Core/Entities: Third part of removing GetGUIDLow() uses
Diffstat (limited to 'src/server/game/Loot/LootMgr.h')
-rw-r--r-- | src/server/game/Loot/LootMgr.h | 12 |
1 files changed, 5 insertions, 7 deletions
diff --git a/src/server/game/Loot/LootMgr.h b/src/server/game/Loot/LootMgr.h index 52632393ca1..fcfac13813a 100644 --- a/src/server/game/Loot/LootMgr.h +++ b/src/server/game/Loot/LootMgr.h @@ -146,15 +146,13 @@ struct LootStoreItem // Checks correctness of values }; -typedef std::set<uint32> AllowedLooterSet; - struct LootItem { uint32 itemid; uint32 randomSuffix; int32 randomPropertyId; ConditionList conditions; // additional loot condition - AllowedLooterSet allowedGUIDs; + GuidSet allowedGUIDs; uint8 count : 8; bool is_looted : 1; bool is_blocked : 1; @@ -177,7 +175,7 @@ struct LootItem // Basic checks for player/item compatibility - if false no chance to see the item in the loot bool AllowedForPlayer(Player const* player) const; void AddAllowedLooter(Player const* player); - const AllowedLooterSet & GetAllowedLooters() const { return allowedGUIDs; } + GuidSet const& GetAllowedLooters() const { return allowedGUIDs; } }; struct QuestItem @@ -324,11 +322,11 @@ struct Loot LootType loot_type; // required for achievement system uint8 maxDuplicates; // Max amount of items with the same entry that can drop (default is 1; on 25 man raid mode 3) - // GUIDLow of container that holds this loot (item_instance.entry) + // GUID of container that holds this loot (item_instance.entry) // Only set for inventory items that can be right-click looted - uint32 containerID; + ObjectGuid containerID; - Loot(uint32 _gold = 0) : gold(_gold), unlootedCount(0), roundRobinPlayer(), loot_type(LOOT_CORPSE), maxDuplicates(1), containerID(0) { } + Loot(uint32 _gold = 0) : gold(_gold), unlootedCount(0), roundRobinPlayer(), loot_type(LOOT_CORPSE), maxDuplicates(1) { } ~Loot() { clear(); } // For deleting items at loot removal since there is no backward interface to the Item() |