From 11b9bd42f76db238af914112bdc065fc8293451d Mon Sep 17 00:00:00 2001 From: megamage Date: Sun, 8 Feb 2009 21:45:31 -0600 Subject: Fixes and cleanups in loot code. Author: VladimirMangos * Move not-normal loot tables generation in single place (Loot::FillLoot function) for group and non group case. * Simplify LootView code. --HG-- branch : trunk --- src/game/GameObject.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'src/game/GameObject.cpp') diff --git a/src/game/GameObject.cpp b/src/game/GameObject.cpp index 0b2dd179cdf..f2bf5739334 100644 --- a/src/game/GameObject.cpp +++ b/src/game/GameObject.cpp @@ -487,7 +487,7 @@ void GameObject::Delete() AddObjectToRemoveList(); } -void GameObject::getFishLoot(Loot *fishloot) +void GameObject::getFishLoot(Loot *fishloot, Player* loot_owner) { fishloot->clear(); @@ -495,10 +495,10 @@ void GameObject::getFishLoot(Loot *fishloot) // if subzone loot exist use it if(LootTemplates_Fishing.HaveLootFor(subzone)) - fishloot->FillLoot(subzone, LootTemplates_Fishing, NULL); + fishloot->FillLoot(subzone, LootTemplates_Fishing, loot_owner,true); // else use zone loot else - fishloot->FillLoot(GetZoneId(), LootTemplates_Fishing, NULL); + fishloot->FillLoot(GetZoneId(), LootTemplates_Fishing, loot_owner,true); } void GameObject::SaveToDB() -- cgit v1.2.3