diff options
Diffstat (limited to 'src/server/game/Loot/LootMgr.cpp')
| -rwxr-xr-x | src/server/game/Loot/LootMgr.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Loot/LootMgr.cpp b/src/server/game/Loot/LootMgr.cpp index c8063ccb818..eff811b14eb 100755 --- a/src/server/game/Loot/LootMgr.cpp +++ b/src/server/game/Loot/LootMgr.cpp @@ -430,19 +430,19 @@ bool Loot::FillLoot(uint32 lootId, LootStore const& store, Player* lootOwner, bo 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(); - if (!personal && pGroup) + Group* group = lootOwner->GetGroup(); + if (!personal && group) { roundRobinPlayer = lootOwner->GetGUID(); - for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) + for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next()) if (Player* pl = itr->getSource()) // should actually be looted object instead of lootOwner but looter has to be really close so doesnt really matter FillNotNormalLootFor(pl, pl->IsAtGroupRewardDistance(lootOwner)); for (uint8 i = 0; i < items.size(); ++i) { if (ItemTemplate const* proto = sObjectMgr->GetItemTemplate(items[i].itemid)) - if (proto->Quality < uint32(pGroup->GetLootThreshold())) + if (proto->Quality < uint32(group->GetLootThreshold())) items[i].is_underthreshold = true; } } |
