diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/game/LootMgr.cpp | 8 | ||||
-rw-r--r-- | src/game/LootMgr.h | 4 |
2 files changed, 6 insertions, 6 deletions
diff --git a/src/game/LootMgr.cpp b/src/game/LootMgr.cpp index e7337b78333..6b47d14ad1c 100644 --- a/src/game/LootMgr.cpp +++ b/src/game/LootMgr.cpp @@ -241,7 +241,7 @@ void LootStore::ReportNotExistedId(uint32 id) const // RATE_DROP_ITEMS is no longer used for all types of entries bool LootStoreItem::Roll(bool rate) const { - if(chance>=100.0f) + if(chance >= 100.0f) return true; if(mincountOrRef < 0) // reference case @@ -269,7 +269,7 @@ bool LootStoreItem::IsValid(LootStore const& store, uint32 entry) const return false; } - if( mincountOrRef > 0 ) // item (quest or non-quest) entry, maybe grouped + if (mincountOrRef > 0) // item (quest or non-quest) entry, maybe grouped { ItemPrototype const *proto = objmgr.GetItemPrototype(itemid); if(!proto) @@ -391,7 +391,7 @@ void Loot::AddItem(LootStoreItem const & item) void Loot::FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner, bool personal, uint16 lootMode /*= DEFAULT_LOOT_MODE*/) { // Must be provided - if(!loot_owner) + if (!loot_owner) return; LootTemplate const* tab = store.GetLootFor(loot_id); @@ -408,7 +408,7 @@ void Loot::FillLoot(uint32 loot_id, LootStore const& store, Player* loot_owner, tab->Process(*this, store, store.IsRatesAllowed(), lootMode); // Processing is done there, callback via Loot::AddItem() // Setting access rights for group loot case - Group * pGroup=loot_owner->GetGroup(); + Group * pGroup = loot_owner->GetGroup(); if(!personal && pGroup) { for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) diff --git a/src/game/LootMgr.h b/src/game/LootMgr.h index be20c57ec9a..7bad72a20c0 100644 --- a/src/game/LootMgr.h +++ b/src/game/LootMgr.h @@ -80,8 +80,8 @@ struct LootStoreItem uint32 itemid; // id of the item float chance; // always positive, chance to drop for both quest and non-quest items, chance to be used for refs int32 mincountOrRef; // mincount for drop items (positive) or minus referenced TemplateleId (negative) - uint8 group :7; uint16 lootmode; + uint8 group :7; bool needs_quest :1; // quest drop (negative ChanceOrQuestChance in DB) uint8 maxcount :8; // max drop count for the item (mincountOrRef positive) or Ref multiplicator (mincountOrRef negative) uint16 conditionId :16; // additional loot condition Id @@ -187,7 +187,7 @@ class LootTemplate void Process(Loot& loot, LootStore const& store, bool rate, uint16 lootMode, uint8 groupId = 0) const; // True if template includes at least 1 quest drop entry - bool HasQuestDrop(LootTemplateMap const& store, uint8 GroupId = 0) const; + bool HasQuestDrop(LootTemplateMap const& store, uint8 groupId = 0) const; // True if template includes at least 1 quest drop for an active quest of the player bool HasQuestDropForPlayer(LootTemplateMap const& store, Player const * player, uint8 groupId = 0) const; |