Core/GameObject: regenerate GO loot if respawn time passed since last loot generation time and not all items were taken (#19101)

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xinef1 authored and Aokromes committed 2017-03-03 01:31:44 +01:00
1 parent 9d021fce21
commit 206fddf129
3 files changed
+10

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@@ -801,6 +801,8 @@ class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject>
void AddLootMode(uint16 lootMode) { m_LootMode |= lootMode; }
void RemoveLootMode(uint16 lootMode) { m_LootMode &= ~lootMode; }
void ResetLootMode() { m_LootMode = LOOT_MODE_DEFAULT; }
void SetLootGenerationTime() { m_lootGenerationTime = time(nullptr); }
uint32 GetLootGenerationTime() const { return m_lootGenerationTime; }
void AddToSkillupList(ObjectGuid::LowType PlayerGuidLow) { m_SkillupList.push_back(PlayerGuidLow); }
bool IsInSkillupList(ObjectGuid::LowType PlayerGuidLow) const
@@ -941,6 +943,7 @@ class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject>
ObjectGuid m_lootRecipient;
uint32 m_lootRecipientGroup;
uint16 m_LootMode; // bitmask, default LOOT_MODE_DEFAULT, determines what loot will be lootable
uint32 m_lootGenerationTime;
ObjectGuid m_linkedTrap;