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authorariel- <ariel-@users.noreply.github.com>2016-07-19 02:09:41 -0300
committerariel- <ariel-@users.noreply.github.com>2016-07-19 02:09:41 -0300
commit59f71f915a03143a3896bcf55649bea44969800c (patch)
tree5088ef9a555405feb5e40ac99e958d6b2b6054ad /src
parentb008b677ad98b1b0246bcf1fcf246ca17930cdc2 (diff)
Core/Loot: fix bug introduced in a49544cc187d3a156b4615907d6b82057364fcc4 in which creatures only having gold wouldn't show lootable sparks, and thus couldn't be looted
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Loot/LootMgr.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/server/game/Loot/LootMgr.cpp b/src/server/game/Loot/LootMgr.cpp
index 9c468e9f9f1..260e7ff464f 100644
--- a/src/server/game/Loot/LootMgr.cpp
+++ b/src/server/game/Loot/LootMgr.cpp
@@ -789,6 +789,10 @@ uint32 Loot::GetMaxSlotInLootFor(Player* player) const
// return true if there is any item that is lootable for any player (not quest item, FFA or conditional)
bool Loot::hasItemForAll() const
{
+ // Gold is always lootable
+ if (gold)
+ return true;
+
for (LootItem const& item : items)
if (!item.is_looted && !item.freeforall && item.conditions.empty())
return true;