*finalized basic hard-lootmode defines

-DB devs should stick with lootmode 2,4,8,16 for hardmode loots (use as bitmask)
-and lootmode 1 as default

--HG--
branch : trunk
This commit is contained in:
Rat
2010-01-26 11:06:46 +01:00
parent 345d9f0d86
commit f107f9f8eb
6 changed files with 21 additions and 14 deletions
+2 -2
View File
@@ -551,7 +551,7 @@ class TRINITY_DLL_SPEC Creature : public Unit, public GridObject<Creature>
void SetLootMode(uint16 lootMode) { m_LootMode = lootMode; }
void AddLootMode(uint16 lootMode) { m_LootMode |= lootMode; }
void RemoveLootMode(uint16 lootMode) { m_LootMode &= ~lootMode; }
void ResetLootMode() { m_LootMode = DEFAULT_LOOT_MODE; }
void ResetLootMode() { m_LootMode = LOOT_MODE_DEFAULT; }
SpellEntry const *reachWithSpellAttack(Unit *pVictim);
SpellEntry const *reachWithSpellCure(Unit *pVictim);
@@ -709,7 +709,7 @@ class TRINITY_DLL_SPEC Creature : public Unit, public GridObject<Creature>
CreatureInfo const* m_creatureInfo; // in difficulty mode > 0 can different from ObjMgr::GetCreatureTemplate(GetEntry())
CreatureData const* m_creatureData;
uint16 m_LootMode; // bitmask, default DEFAULT_LOOT_MODE, determines what loot will be lootable
uint16 m_LootMode; // bitmask, default LOOT_MODE_DEFAULT, determines what loot will be lootable
private:
//WaypointMovementGenerator vars