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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.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 47062216c64..9c859bf98a1 100644
--- a/src/server/game/Handlers/LootHandler.cpp
+++ b/src/server/game/Handlers/LootHandler.cpp
@@ -324,7 +324,7 @@ void WorldSession::DoLootRelease(ObjectGuid lguid)
ItemTemplate const* proto = pItem->GetTemplate();
// destroy only 5 items from stack in case prospecting and milling
- if (proto->Flags & (ITEM_FLAG_IS_PROSPECTABLE | ITEM_FLAG_IS_MILLABLE))
+ if (proto->HasFlag(ITEM_FLAG_IS_PROSPECTABLE) || proto->HasFlag(ITEM_FLAG_IS_MILLABLE))
{
pItem->m_lootGenerated = false;
pItem->loot.clear();
@@ -340,7 +340,7 @@ 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->Flags & ITEM_FLAG_HAS_LOOT))
+ if (pItem->loot.isLooted() || !proto->HasFlag(ITEM_FLAG_HAS_LOOT))
player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
}
return; // item can be looted only single player