Now correct patch version: Use spell_loot_table for item creating in case SPELL_EFFECT_CREATE_ITEM_2 (157) and itemType==0. Author: VladimirMangos

--HG--
branch : trunk
This commit is contained in:
Muhaha
2009-02-06 11:25:04 +01:00
parent e0b3d67c1e
commit 358d1bb14e
5 changed files with 13 additions and 12 deletions
+2 -2
View File
@@ -1114,8 +1114,8 @@ class TRINITY_DLL_SPEC Player : public Unit
Item* EquipItem( uint16 pos, Item *pItem, bool update );
void AutoUnequipOffhandIfNeed();
bool StoreNewItemInBestSlots(uint32 item_id, uint32 item_count);
bool AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store);
bool AutoStoreLootItem(uint32 loot_id, LootStore const& store) { return AutoStoreLootItem(NULL_BAG,NULL_SLOT,loot_id,store); }
void AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store);
void AutoStoreLootItem(uint32 loot_id, LootStore const& store) { AutoStoreLootItem(NULL_BAG,NULL_SLOT,loot_id,store); }
uint8 _CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count = NULL) const;
uint8 _CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item *pItem = NULL, bool swap = false, uint32* no_space_count = NULL ) const;