REPO: code-style clean-up
* Fixed pGuild->guild * Fixed pGroup->group * Fixed pOwner->owner
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@@ -430,19 +430,19 @@ bool Loot::FillLoot(uint32 lootId, LootStore const& store, Player* lootOwner, bo
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tab->Process(*this, store.IsRatesAllowed(), lootMode); // Processing is done there, callback via Loot::AddItem()
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// Setting access rights for group loot case
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Group* pGroup = lootOwner->GetGroup();
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if (!personal && pGroup)
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Group* group = lootOwner->GetGroup();
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if (!personal && group)
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{
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roundRobinPlayer = lootOwner->GetGUID();
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for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
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for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
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if (Player* pl = itr->getSource()) // should actually be looted object instead of lootOwner but looter has to be really close so doesnt really matter
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FillNotNormalLootFor(pl, pl->IsAtGroupRewardDistance(lootOwner));
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for (uint8 i = 0; i < items.size(); ++i)
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{
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if (ItemTemplate const* proto = sObjectMgr->GetItemTemplate(items[i].itemid))
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if (proto->Quality < uint32(pGroup->GetLootThreshold()))
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if (proto->Quality < uint32(group->GetLootThreshold()))
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items[i].is_underthreshold = true;
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}
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}
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