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authorShauren <shauren.trinity@gmail.com>2014-10-22 19:33:06 +0200
committerShauren <shauren.trinity@gmail.com>2014-10-22 19:33:06 +0200
commitafeeddb0e9d899f94c4a6e3ca917d4d5d9f78e01 (patch)
treeb1fded06aba9351edc4d567d62754c429a237293 /src/server/game/Loot/LootMgr.h
parent71422dcd699607df6b8425160b3a592575f9e556 (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.h12
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()