diff options
| author | Shauren <shauren.trinity@gmail.com> | 2023-06-17 16:29:59 +0200 |
|---|---|---|
| committer | Shauren <shauren.trinity@gmail.com> | 2023-06-17 16:29:59 +0200 |
| commit | 0fb8765a6638fd947b59fce44d5c31251d0cdadd (patch) | |
| tree | 0414c93f15f760f755b559edb654be3c9865eb1d /src/server/game/Maps | |
| parent | a97cdfc8f5dedc4be1998f0b1667b519fb1ce33b (diff) | |
Core/Items: Item bonus generation improvements
* Pass ItemContext to item creation wherever possible
* Support scaling item levels with m+ keystone levels (not used currently)
* Fixed item link validation when client sends it as default uninitialized bonus list with context only
* Support scaling items depending on current active season (seasons not implemented)
* Implemented content tuning redirection
Diffstat (limited to 'src/server/game/Maps')
| -rw-r--r-- | src/server/game/Maps/Map.cpp | 12 | ||||
| -rw-r--r-- | src/server/game/Maps/Map.h | 1 |
2 files changed, 0 insertions, 13 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp index a7736b13a0e..a64460e9bf9 100644 --- a/src/server/game/Maps/Map.cpp +++ b/src/server/game/Maps/Map.cpp @@ -3173,18 +3173,6 @@ MapDifficultyEntry const* Map::GetMapDifficulty() const return sDB2Manager.GetMapDifficultyData(GetId(), GetDifficultyID()); } -ItemContext Map::GetDifficultyLootItemContext() const -{ - if (MapDifficultyEntry const* mapDifficulty = GetMapDifficulty()) - if (mapDifficulty->ItemContext) - return ItemContext(mapDifficulty->ItemContext); - - if (DifficultyEntry const* difficulty = sDifficultyStore.LookupEntry(GetDifficultyID())) - return ItemContext(difficulty->ItemContext); - - return ItemContext::NONE; -} - uint32 Map::GetId() const { return i_mapEntry->ID; diff --git a/src/server/game/Maps/Map.h b/src/server/game/Maps/Map.h index e0fcfabd056..3a570714176 100644 --- a/src/server/game/Maps/Map.h +++ b/src/server/game/Maps/Map.h @@ -306,7 +306,6 @@ class TC_GAME_API Map : public GridRefManager<NGridType> // have meaning only for instanced map (that have set real difficulty) Difficulty GetDifficultyID() const { return Difficulty(i_spawnMode); } MapDifficultyEntry const* GetMapDifficulty() const; - ItemContext GetDifficultyLootItemContext() const; uint32 GetId() const; bool Instanceable() const; |
