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authormegamage <none@none>2009-08-29 17:22:59 -0500
committermegamage <none@none>2009-08-29 17:22:59 -0500
commit7f04b23d2437e61ded3da5607e48cd7c675dc238 (patch)
tree0a0bb42f1e57b8a114e0045f8c55f10a9bb46ead /src
parent69c487abe51ac655b1f9cd4bc7388fb01e30fb0e (diff)
*Don't show lootable animation without loot. By WarHead
--HG-- branch : trunk
Diffstat (limited to 'src')
-rw-r--r--src/game/Unit.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 7e4bdb6b88a..34661a91c4f 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -13699,7 +13699,9 @@ void Unit::Kill(Unit *pVictim, bool durabilityLoss)
if(!cVictim->isPet())
{
cVictim->DeleteThreatList();
- cVictim->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
+ CreatureInfo const* cInfo = cVictim->GetCreatureInfo();
+ if (cInfo && (cInfo->lootid || cInfo->maxgold > 0))
+ cVictim->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
}
// Call KilledUnit for creatures, this needs to be called after the lootable flag is set