Core/Loot: Removed unused parameter from LootTemplate::Process

--HG--
branch : trunk
This commit is contained in:
Shauren
2010-11-24 15:32:50 +01:00
parent 650f62796a
commit 04c23ae7de
2 changed files with 4 additions and 4 deletions
+3 -3
View File
@@ -431,7 +431,7 @@ bool Loot::FillLoot(uint32 lootId, LootStore const& store, Player* lootOwner, bo
items.reserve(MAX_NR_LOOT_ITEMS);
quest_items.reserve(MAX_NR_QUEST_ITEMS);
tab->Process(*this, store, store.IsRatesAllowed(), lootMode); // Processing is done there, callback via Loot::AddItem()
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();
@@ -1194,7 +1194,7 @@ void LootTemplate::CopyConditions(ConditionList conditions)
}
// Rolls for every item in the template and adds the rolled items the the loot
void LootTemplate::Process(Loot& loot, LootStore const& store, bool rate, uint16 lootMode, uint8 groupId) const
void LootTemplate::Process(Loot& loot, bool rate, uint16 lootMode, uint8 groupId) const
{
if (groupId) // Group reference uses own processing of the group
{
@@ -1240,7 +1240,7 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, bool rate, uint16
uint32 maxcount = uint32(float(i->maxcount) * sWorld.getRate(RATE_DROP_ITEM_REFERENCED_AMOUNT));
for (uint32 loop = 0; loop < maxcount; ++loop) // Ref multiplicator
Referenced->Process(loot, store, rate, lootMode, i->group);
Referenced->Process(loot, rate, lootMode, i->group);
}
else // Plain entries (not a reference, not grouped)
loot.AddItem(*i); // Chance is already checked, just add
+1 -1
View File
@@ -218,7 +218,7 @@ class LootTemplate
// Adds an entry to the group (at loading stage)
void AddEntry(LootStoreItem& item);
// Rolls for every item in the template and adds the rolled items the the loot
void Process(Loot& loot, LootStore const& store, bool rate, uint16 lootMode, uint8 groupId = 0) const;
void Process(Loot& loot, bool rate, uint16 lootMode, uint8 groupId = 0) const;
void CopyConditions(ConditionList conditions);
// True if template includes at least 1 quest drop entry