Core/Loot: Removed unused parameter from LootTemplate::Process
--HG-- branch : trunk
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@@ -431,7 +431,7 @@ bool Loot::FillLoot(uint32 lootId, LootStore const& store, Player* lootOwner, bo
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items.reserve(MAX_NR_LOOT_ITEMS);
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quest_items.reserve(MAX_NR_QUEST_ITEMS);
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tab->Process(*this, store, store.IsRatesAllowed(), lootMode); // Processing is done there, callback via Loot::AddItem()
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tab->Process(*this, store.IsRatesAllowed(), lootMode); // Processing is done there, callback via Loot::AddItem()
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// Setting access rights for group loot case
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Group * pGroup = lootOwner->GetGroup();
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@@ -1194,7 +1194,7 @@ void LootTemplate::CopyConditions(ConditionList conditions)
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}
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// Rolls for every item in the template and adds the rolled items the the loot
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void LootTemplate::Process(Loot& loot, LootStore const& store, bool rate, uint16 lootMode, uint8 groupId) const
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void LootTemplate::Process(Loot& loot, bool rate, uint16 lootMode, uint8 groupId) const
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{
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if (groupId) // Group reference uses own processing of the group
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{
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@@ -1240,7 +1240,7 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, bool rate, uint16
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uint32 maxcount = uint32(float(i->maxcount) * sWorld.getRate(RATE_DROP_ITEM_REFERENCED_AMOUNT));
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for (uint32 loop = 0; loop < maxcount; ++loop) // Ref multiplicator
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Referenced->Process(loot, store, rate, lootMode, i->group);
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Referenced->Process(loot, rate, lootMode, i->group);
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}
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else // Plain entries (not a reference, not grouped)
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loot.AddItem(*i); // Chance is already checked, just add
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@@ -218,7 +218,7 @@ class LootTemplate
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// Adds an entry to the group (at loading stage)
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void AddEntry(LootStoreItem& item);
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// Rolls for every item in the template and adds the rolled items the the loot
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void Process(Loot& loot, LootStore const& store, bool rate, uint16 lootMode, uint8 groupId = 0) const;
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void Process(Loot& loot, bool rate, uint16 lootMode, uint8 groupId = 0) const;
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void CopyConditions(ConditionList conditions);
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// True if template includes at least 1 quest drop entry
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