*Minor cleanup.
--HG-- branch : trunk
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+2
-2
@@ -80,8 +80,8 @@ struct LootStoreItem
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uint32 itemid; // id of the item
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float chance; // always positive, chance to drop for both quest and non-quest items, chance to be used for refs
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int32 mincountOrRef; // mincount for drop items (positive) or minus referenced TemplateleId (negative)
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uint8 group :7;
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uint16 lootmode;
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uint8 group :7;
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bool needs_quest :1; // quest drop (negative ChanceOrQuestChance in DB)
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uint8 maxcount :8; // max drop count for the item (mincountOrRef positive) or Ref multiplicator (mincountOrRef negative)
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uint16 conditionId :16; // additional loot condition Id
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@@ -187,7 +187,7 @@ class LootTemplate
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void Process(Loot& loot, LootStore const& store, bool rate, uint16 lootMode, uint8 groupId = 0) const;
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// True if template includes at least 1 quest drop entry
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bool HasQuestDrop(LootTemplateMap const& store, uint8 GroupId = 0) const;
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bool HasQuestDrop(LootTemplateMap const& store, uint8 groupId = 0) const;
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// True if template includes at least 1 quest drop for an active quest of the player
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bool HasQuestDropForPlayer(LootTemplateMap const& store, Player const * player, uint8 groupId = 0) const;
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