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
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@@ -511,7 +511,7 @@ class TRINITY_DLL_SPEC GameObject : public WorldObject
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void Delete();
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void SetSpellId(uint32 id) { m_spellId = id;}
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uint32 GetSpellId() const { return m_spellId;}
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void getFishLoot(Loot *loot);
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void getFishLoot(Loot *loot, Player* loot_owner);
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GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
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void SetGoType(GameobjectTypes type) { SetByteValue(GAMEOBJECT_BYTES_1, 1, type); }
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uint8 GetGoState() const { return GetByteValue(GAMEOBJECT_BYTES_1, 0); }
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