Core/Loot: Skinning improvements
* Set skinnable flag only after all loot was taken * Creatures are skinnable only once - after skinning, the player only has to loot the creature again if he did not take all skinning loot
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@@ -4710,28 +4710,16 @@ void Spell::EffectSkinning(SpellEffIndex /*effIndex*/)
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uint32 skill = creature->GetCreatureTemplate()->GetRequiredLootSkill();
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bool awardPoints = true;
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// Check if a skinning loot table was already generated for this creature
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if (creature->loot.loot_type == LOOT_SKINNING)
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{
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if (creature->GetSkinner() != m_caster->GetGUID())
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return;
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awardPoints = false; // Do not grant skill points for this loot, they were already granted the first time.
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}
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else
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creature->SetSkinner(m_caster->GetGUID());
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m_caster->ToPlayer()->SendLoot(creature->GetGUID(), LOOT_SKINNING);
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creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
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creature->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
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int32 reqValue = targetLevel < 10 ? 0 : targetLevel < 20 ? (targetLevel-10)*10 : targetLevel*5;
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int32 skillValue = m_caster->ToPlayer()->GetPureSkillValue(skill);
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// Double chances for elites
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if (awardPoints)
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m_caster->ToPlayer()->UpdateGatherSkill(skill, skillValue, reqValue, creature->isElite() ? 2 : 1);
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m_caster->ToPlayer()->UpdateGatherSkill(skill, skillValue, reqValue, creature->isElite() ? 2 : 1);
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}
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void Spell::EffectCharge(SpellEffIndex /*effIndex*/)
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