*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
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+2
-2
@@ -551,7 +551,7 @@ class TRINITY_DLL_SPEC Creature : public Unit, public GridObject<Creature>
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void SetLootMode(uint16 lootMode) { m_LootMode = lootMode; }
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void AddLootMode(uint16 lootMode) { m_LootMode |= lootMode; }
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void RemoveLootMode(uint16 lootMode) { m_LootMode &= ~lootMode; }
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void ResetLootMode() { m_LootMode = DEFAULT_LOOT_MODE; }
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void ResetLootMode() { m_LootMode = LOOT_MODE_DEFAULT; }
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SpellEntry const *reachWithSpellAttack(Unit *pVictim);
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SpellEntry const *reachWithSpellCure(Unit *pVictim);
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@@ -709,7 +709,7 @@ class TRINITY_DLL_SPEC Creature : public Unit, public GridObject<Creature>
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CreatureInfo const* m_creatureInfo; // in difficulty mode > 0 can different from ObjMgr::GetCreatureTemplate(GetEntry())
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CreatureData const* m_creatureData;
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uint16 m_LootMode; // bitmask, default DEFAULT_LOOT_MODE, determines what loot will be lootable
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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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//WaypointMovementGenerator vars
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