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Diffstat (limited to 'src/server/game/Handlers/LootHandler.cpp')
-rw-r--r--src/server/game/Handlers/LootHandler.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/Handlers/LootHandler.cpp b/src/server/game/Handlers/LootHandler.cpp
index 4f7a42c3770..ddd084cbd9d 100644
--- a/src/server/game/Handlers/LootHandler.cpp
+++ b/src/server/game/Handlers/LootHandler.cpp
@@ -325,7 +325,7 @@ void WorldSession::DoLootRelease(ObjectGuid lguid)
ItemTemplate const* proto = pItem->GetTemplate();
// destroy only 5 items from stack in case prospecting and milling
- if (proto->GetFlags() & (ITEM_PROTO_FLAG_PROSPECTABLE | ITEM_PROTO_FLAG_MILLABLE))
+ if (proto->GetFlags() & (ITEM_FLAG_PROSPECTABLE | ITEM_FLAG_MILLABLE))
{
pItem->m_lootGenerated = false;
pItem->loot.clear();
@@ -341,7 +341,7 @@ void WorldSession::DoLootRelease(ObjectGuid lguid)
else
{
// Only delete item if no loot or money (unlooted loot is saved to db) or if it isn't an openable item
- if (pItem->loot.isLooted() || !(proto->GetFlags() & ITEM_PROTO_FLAG_OPENABLE))
+ if (pItem->loot.isLooted() || !(proto->GetFlags() & ITEM_FLAG_OPENABLE))
player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
}
return; // item can be looted only single player