*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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@@ -687,7 +687,7 @@ class TRINITY_DLL_SPEC GameObject : public WorldObject, public GridObject<GameOb
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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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void AddToSkillupList(uint32 PlayerGuidLow) { m_SkillupList.push_back(PlayerGuidLow); }
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bool IsInSkillupList(uint32 PlayerGuidLow) const
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@@ -754,7 +754,7 @@ class TRINITY_DLL_SPEC GameObject : public WorldObject, public GridObject<GameOb
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uint64 m_rotation;
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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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void SwitchDoorOrButton(bool activate, bool alternative = false);
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};
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