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path: root/src/server/game/Handlers/LootHandler.cpp
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Diffstat (limited to 'src/server/game/Handlers/LootHandler.cpp')
-rw-r--r--src/server/game/Handlers/LootHandler.cpp18
1 files changed, 16 insertions, 2 deletions
diff --git a/src/server/game/Handlers/LootHandler.cpp b/src/server/game/Handlers/LootHandler.cpp
index e34dde7209f..1de64351876 100644
--- a/src/server/game/Handlers/LootHandler.cpp
+++ b/src/server/game/Handlers/LootHandler.cpp
@@ -94,6 +94,10 @@ void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket& recvData)
}
player->StoreLootItem(lootSlot, loot);
+
+ // If player is removing the last LootItem, delete the empty container.
+ if (loot->isLooted() && IS_ITEM_GUID(lguid))
+ player->GetSession()->DoLootRelease(lguid);
}
void WorldSession::HandleLootMoneyOpcode(WorldPacket& /*recvData*/)
@@ -209,6 +213,14 @@ void WorldSession::HandleLootMoneyOpcode(WorldPacket& /*recvData*/)
}
loot->gold = 0;
+
+ // Delete the money loot record from the DB
+ if (loot->containerID > 0)
+ loot->DeleteLootMoneyFromContainerItemDB();
+
+ // Delete container if empty
+ if (loot->isLooted() && IS_ITEM_GUID(guid))
+ player->GetSession()->DoLootRelease(guid);
}
}
@@ -390,8 +402,10 @@ void WorldSession::DoLootRelease(uint64 lguid)
player->DestroyItemCount(pItem, count, true);
}
else
- // FIXME: item must not be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or cheating possible.
- player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
+ {
+ if (pItem->loot.isLooted()) // Only delete item if no loot or money (unlooted loot is saved to db)
+ player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
+ }
return; // item can be looted only single player
}
else