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)

This commit is contained in:
Shauren
2012-03-12 18:07:34 +01:00
parent a48216e122
commit 671fd4176a
3 changed files with 76 additions and 0 deletions
@@ -745,6 +745,11 @@ class GameObject : public WorldObject, public GridObject<GameObject>
Loot loot;
Player* GetLootRecipient() const;
Group* GetLootRecipientGroup() const;
void SetLootRecipient(Unit* unit);
bool IsLootAllowedFor(Player const* player) const;
bool HasLootRecipient() const { return m_lootRecipient || m_lootRecipientGroup; }
uint32 m_groupLootTimer; // (msecs)timer used for group loot
uint32 lootingGroupLowGUID; // used to find group which is looting
@@ -821,6 +826,8 @@ class GameObject : public WorldObject, public GridObject<GameObject>
uint64 m_rotation;
uint64 m_lootRecipient;
uint32 m_lootRecipientGroup;
uint16 m_LootMode; // bitmask, default LOOT_MODE_DEFAULT, determines what loot will be lootable
private:
void RemoveFromOwner();