Core/GameObjects: Chests will now remain locked for players who left the group if loot from that boss is stored in it (note: this is just an implementation of locking the chest, they still need to be linked to a boss - not yet implemented)
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@@ -745,6 +745,11 @@ class GameObject : public WorldObject, public GridObject<GameObject>
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Loot loot;
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Player* GetLootRecipient() const;
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Group* GetLootRecipientGroup() const;
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void SetLootRecipient(Unit* unit);
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bool IsLootAllowedFor(Player const* player) const;
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bool HasLootRecipient() const { return m_lootRecipient || m_lootRecipientGroup; }
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uint32 m_groupLootTimer; // (msecs)timer used for group loot
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uint32 lootingGroupLowGUID; // used to find group which is looting
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@@ -821,6 +826,8 @@ class GameObject : public WorldObject, public GridObject<GameObject>
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uint64 m_rotation;
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uint64 m_lootRecipient;
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uint32 m_lootRecipientGroup;
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uint16 m_LootMode; // bitmask, default LOOT_MODE_DEFAULT, determines what loot will be lootable
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private:
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void RemoveFromOwner();
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