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path: root/src/server/game/Loot/LootMgr.cpp
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Diffstat (limited to 'src/server/game/Loot/LootMgr.cpp')
-rwxr-xr-xsrc/server/game/Loot/LootMgr.cpp6
1 files changed, 3 insertions, 3 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