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Diffstat (limited to 'src/server/game/Loot/LootMgr.h')
-rw-r--r--src/server/game/Loot/LootMgr.h12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/server/game/Loot/LootMgr.h b/src/server/game/Loot/LootMgr.h
index 09905572aae..7de07d5877a 100644
--- a/src/server/game/Loot/LootMgr.h
+++ b/src/server/game/Loot/LootMgr.h
@@ -318,7 +318,7 @@ struct Loot
std::vector<LootItem> quest_items;
uint32 gold;
uint8 unlootedCount;
- uint64 roundRobinPlayer; // GUID of the player having the Round-Robin ownership for the loot. If 0, round robin owner has released.
+ ObjectGuid roundRobinPlayer; // GUID of the player having the Round-Robin ownership for the loot. If 0, round robin owner has released.
LootType loot_type; // required for achievement system
uint8 maxDuplicates; // Max amount of items with the same entry that can drop (default is 1; on 25 man raid mode 3)
@@ -326,7 +326,7 @@ struct Loot
// Only set for inventory items that can be right-click looted
uint32 containerID;
- Loot(uint32 _gold = 0) : gold(_gold), unlootedCount(0), roundRobinPlayer(0), loot_type(LOOT_CORPSE), maxDuplicates(1), containerID(0) { }
+ Loot(uint32 _gold = 0) : gold(_gold), unlootedCount(0), roundRobinPlayer(), loot_type(LOOT_CORPSE), maxDuplicates(1), containerID(0) { }
~Loot() { clear(); }
// For deleting items at loot removal since there is no backward interface to the Item()
@@ -359,7 +359,7 @@ struct Loot
quest_items.clear();
gold = 0;
unlootedCount = 0;
- roundRobinPlayer = 0;
+ roundRobinPlayer.Clear();
loot_type = LOOT_NONE;
i_LootValidatorRefManager.clearReferences();
}
@@ -370,8 +370,8 @@ struct Loot
void NotifyItemRemoved(uint8 lootIndex);
void NotifyQuestItemRemoved(uint8 questIndex);
void NotifyMoneyRemoved();
- void AddLooter(uint64 GUID) { PlayersLooting.insert(GUID); }
- void RemoveLooter(uint64 GUID) { PlayersLooting.erase(GUID); }
+ void AddLooter(ObjectGuid GUID) { PlayersLooting.insert(GUID); }
+ void RemoveLooter(ObjectGuid GUID) { PlayersLooting.erase(GUID); }
void generateMoneyLoot(uint32 minAmount, uint32 maxAmount);
bool FillLoot(uint32 lootId, LootStore const& store, Player* lootOwner, bool personal, bool noEmptyError = false, uint16 lootMode = LOOT_MODE_DEFAULT);
@@ -390,7 +390,7 @@ struct Loot
QuestItemList* FillQuestLoot(Player* player);
QuestItemList* FillNonQuestNonFFAConditionalLoot(Player* player, bool presentAtLooting);
- std::set<uint64> PlayersLooting;
+ GuidSet PlayersLooting;
QuestItemMap PlayerQuestItems;
QuestItemMap PlayerFFAItems;
QuestItemMap PlayerNonQuestNonFFAConditionalItems;