diff options
-rwxr-xr-x | src/server/game/Loot/LootMgr.cpp | 6 | ||||
-rwxr-xr-x | src/server/game/Loot/LootMgr.h | 2 |
2 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Loot/LootMgr.cpp b/src/server/game/Loot/LootMgr.cpp index d05bea7d2fc..55510cb735d 100755 --- a/src/server/game/Loot/LootMgr.cpp +++ b/src/server/game/Loot/LootMgr.cpp @@ -431,7 +431,7 @@ bool Loot::FillLoot(uint32 lootId, LootStore const& store, Player* lootOwner, bo items.reserve(MAX_NR_LOOT_ITEMS); quest_items.reserve(MAX_NR_QUEST_ITEMS); - tab->Process(*this, store, store.IsRatesAllowed(), lootMode); // Processing is done there, callback via Loot::AddItem() + tab->Process(*this, store.IsRatesAllowed(), lootMode); // Processing is done there, callback via Loot::AddItem() // Setting access rights for group loot case Group * pGroup = lootOwner->GetGroup(); @@ -1194,7 +1194,7 @@ void LootTemplate::CopyConditions(ConditionList conditions) } // Rolls for every item in the template and adds the rolled items the the loot -void LootTemplate::Process(Loot& loot, LootStore const& store, bool rate, uint16 lootMode, uint8 groupId) const +void LootTemplate::Process(Loot& loot, bool rate, uint16 lootMode, uint8 groupId) const { if (groupId) // Group reference uses own processing of the group { @@ -1240,7 +1240,7 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, bool rate, uint16 uint32 maxcount = uint32(float(i->maxcount) * sWorld.getRate(RATE_DROP_ITEM_REFERENCED_AMOUNT)); for (uint32 loop = 0; loop < maxcount; ++loop) // Ref multiplicator - Referenced->Process(loot, store, rate, lootMode, i->group); + Referenced->Process(loot, rate, lootMode, i->group); } else // Plain entries (not a reference, not grouped) loot.AddItem(*i); // Chance is already checked, just add diff --git a/src/server/game/Loot/LootMgr.h b/src/server/game/Loot/LootMgr.h index f430e4dbce6..5b6a5f2f185 100755 --- a/src/server/game/Loot/LootMgr.h +++ b/src/server/game/Loot/LootMgr.h @@ -218,7 +218,7 @@ class LootTemplate // Adds an entry to the group (at loading stage) void AddEntry(LootStoreItem& item); // Rolls for every item in the template and adds the rolled items the the loot - void Process(Loot& loot, LootStore const& store, bool rate, uint16 lootMode, uint8 groupId = 0) const; + void Process(Loot& loot, bool rate, uint16 lootMode, uint8 groupId = 0) const; void CopyConditions(ConditionList conditions); // True if template includes at least 1 quest drop entry |