mirror of
https://github.com/brighton-chi/mod-aoe-loot.git
synced 2026-02-07 20:51:10 +00:00
Update aoe_loot.cpp
This commit is contained in:
@@ -17,7 +17,6 @@
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#include <fmt/format.h>
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#include <fmt/format.h>
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#include "Corpse.h"
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#include "Corpse.h"
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using namespace Acore::ChatCommands;
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using namespace Acore::ChatCommands;
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using namespace WorldPackets;
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using namespace WorldPackets;
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@@ -28,18 +27,7 @@ bool AoeLootServer::CanPacketReceive(WorldSession* session, WorldPacket& packet)
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Player* player = session->GetPlayer();
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Player* player = session->GetPlayer();
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if (player)
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if (player)
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{
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{
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/*
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// Trigger AOE loot when a player attempts to loot a corpse
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// Check if SHIFT key is pressed - if so, bypass AOE loot
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if (player->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_MODIFIER_ACTIVE))
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{
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if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
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{
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LOG_DEBUG("module.aoe_loot", "AOE Loot: Bypassing AOE loot because SHIFT key is held");
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ChatHandler(player->GetSession()).PSendSysMessage("AOE Loot: SHIFT key detected - bypassing AOE loot");
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}
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return true; // Let the normal loot handling proceed
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}
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*/
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ChatHandler handler(player->GetSession());
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ChatHandler handler(player->GetSession());
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handler.ParseCommands(".startaoeloot");
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handler.ParseCommands(".startaoeloot");
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}
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}
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@@ -56,7 +44,7 @@ ChatCommandTable AoeLootCommandScript::GetCommands() const
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return playerAoeLootCommandTable;
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return playerAoeLootCommandTable;
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}
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}
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// Custom function to handle gold looting without distance checks
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// Handle gold looting without distance checks
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bool AoeLootCommandScript::ProcessLootMoney(Player* player, Creature* creature)
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bool AoeLootCommandScript::ProcessLootMoney(Player* player, Creature* creature)
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{
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{
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if (!player || !creature)
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if (!player || !creature)
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@@ -66,38 +54,32 @@ bool AoeLootCommandScript::ProcessLootMoney(Player* player, Creature* creature)
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if (!loot || loot->gold == 0)
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if (!loot || loot->gold == 0)
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return false;
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return false;
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// Store gold amount before we modify it
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uint32 goldAmount = loot->gold;
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uint32 goldAmount = loot->gold;
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// Handle group money distribution if needed
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bool shareMoney = true; // Share by default for creature corpses
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bool shareMoney = true; // Share by default for creature corpses
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if (shareMoney && player->GetGroup())
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if (shareMoney && player->GetGroup())
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{
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{
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Group* group = player->GetGroup();
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Group* group = player->GetGroup();
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std::vector<Player*> playersNear;
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std::vector<Player*> playersNear;
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for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
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for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
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{
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{
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Player* member = itr->GetSource();
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Player* member = itr->GetSource();
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if (!member)
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if (member)
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continue;
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playersNear.push_back(member);
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// For AOE looting, we don't do a distance check - just include all group members
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playersNear.push_back(member);
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}
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}
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uint32 goldPerPlayer = uint32((loot->gold) / (playersNear.size()));
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uint32 goldPerPlayer = uint32((loot->gold) / (playersNear.size()));
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for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i)
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for (Player* groupMember : playersNear)
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{
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{
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(*i)->ModifyMoney(goldPerPlayer);
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groupMember->ModifyMoney(goldPerPlayer);
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(*i)->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, goldPerPlayer);
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groupMember->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, goldPerPlayer);
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WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1);
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WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1);
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data << uint32(goldPerPlayer);
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data << uint32(goldPerPlayer);
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data << uint8(playersNear.size() > 1 ? 0 : 1); // 0 is "Your share is..." and 1 is "You loot..."
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data << uint8(playersNear.size() > 1 ? 0 : 1); // 0 is "Your share is..." and 1 is "You loot..."
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(*i)->GetSession()->SendPacket(&data);
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groupMember->GetSession()->SendPacket(&data);
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}
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}
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}
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}
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else
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else
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@@ -116,12 +98,6 @@ bool AoeLootCommandScript::ProcessLootMoney(Player* player, Creature* creature)
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loot->gold = 0;
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loot->gold = 0;
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loot->NotifyMoneyRemoved();
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loot->NotifyMoneyRemoved();
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// Delete container if empty
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if (loot->isLooted())
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{
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// The loot release will be handled in the main function
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}
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return true;
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return true;
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}
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}
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@@ -131,21 +107,17 @@ bool AoeLootCommandScript::ProcessLootSlot(Player* player, ObjectGuid lguid, uin
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return false;
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return false;
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Loot* loot = nullptr;
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Loot* loot = nullptr;
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float aoeDistance = sConfigMgr->GetOption<float>("AOELoot.Range", 55.0f);
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// Get the loot object based on the GUID type.
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// Get the loot object based on the GUID type
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if (lguid.IsGameObject())
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if (lguid.IsGameObject())
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{
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{
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GameObject* go = player->GetMap()->GetGameObject(lguid);
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GameObject* go = player->GetMap()->GetGameObject(lguid);
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// Use increased distance for AOE looting
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float aoeDistance = sConfigMgr->GetOption<float>("AOELoot.Range", 55.0f);
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// Modified distance check
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if (!go || ((go->GetOwnerGUID() != player->GetGUID() &&
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if (!go || ((go->GetOwnerGUID() != player->GetGUID() &&
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go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) &&
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go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) &&
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!go->IsWithinDistInMap(player, aoeDistance)))
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!go->IsWithinDistInMap(player, aoeDistance)))
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{
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{
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// We're outside of range - silently fail when batch processing
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return false;
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return false;
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}
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}
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@@ -173,16 +145,16 @@ bool AoeLootCommandScript::ProcessLootSlot(Player* player, ObjectGuid lguid, uin
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if (creature && creature->IsAlive())
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if (creature && creature->IsAlive())
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{
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{
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bool isPickpocketing = creature && creature->IsAlive() && (player->IsClass(CLASS_ROGUE, CLASS_CONTEXT_ABILITY) && creature->loot.loot_type == LOOT_PICKPOCKETING);
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bool isPickpocketing = creature->IsAlive() &&
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// Use regular interaction distance for pickpocketing
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(player->IsClass(CLASS_ROGUE, CLASS_CONTEXT_ABILITY) &&
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bool lootAllowed = creature && creature->IsAlive() == isPickpocketing;
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creature->loot.loot_type == LOOT_PICKPOCKETING);
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// Modified distance check with appropriate range
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bool lootAllowed = creature->IsAlive() == isPickpocketing;
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if (!lootAllowed || !creature->IsWithinDistInMap(player, INTERACTION_DISTANCE))
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if (!lootAllowed || !creature->IsWithinDistInMap(player, INTERACTION_DISTANCE))
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{
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// We're outside of range - silently fail when batch processing
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return false;
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return false;
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}
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}
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}
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loot = &creature->loot;
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loot = &creature->loot;
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}
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}
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@@ -194,32 +166,29 @@ bool AoeLootCommandScript::ProcessLootSlot(Player* player, ObjectGuid lguid, uin
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QuestItem* ffaitem = nullptr;
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QuestItem* ffaitem = nullptr;
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QuestItem* conditem = nullptr;
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QuestItem* conditem = nullptr;
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LootItem* item = loot->LootItemInSlot(lootSlot, player, &qitem, &ffaitem, &conditem);
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LootItem* item = loot->LootItemInSlot(lootSlot, player, &qitem, &ffaitem, &conditem);
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if (!item)
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if (!item)
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{
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{
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if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
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if (sConfigMgr->GetOption<bool>("AOELoot.Debug", false))
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{
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LOG_DEBUG("module.aoe_loot", "No valid loot item found in slot {}", lootSlot);
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LOG_DEBUG("module.aoe_loot", "No valid loot item found in slot {}", lootSlot);
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}
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return false;
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return false;
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}
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}
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// Now call StoreLootItem with the validated slot
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// Store the loot item in the player's inventory
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InventoryResult msg;
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InventoryResult msg;
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// Use StoreLootItem directly
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player->StoreLootItem(lootSlot, loot, msg);
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player->StoreLootItem(lootSlot, loot, msg);
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if (msg == EQUIP_ERR_OK )
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if (msg == EQUIP_ERR_OK)
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{
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{
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// Successfully looted the item
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// Successfully looted the item
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loot->items[lootSlot].is_looted = true;
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loot->items[lootSlot].is_looted = true;
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loot->unlootedCount--;
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loot->unlootedCount--;
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// Notify the player about the looted item
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if (sConfigMgr->GetOption<bool>("AOELoot.Debug", false))
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if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
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{
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LOG_DEBUG("module.aoe_loot", "Successfully looted item (ID: {}) x{} from {}", item->itemid, static_cast<uint32_t>(item->count), lguid.ToString());
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LOG_DEBUG("module.aoe_loot", "Successfully looted item (ID: {}) x{} from {}", item->itemid, static_cast<uint32_t>(item->count), lguid.ToString());
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}
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}
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}
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// Handle mail fallback for items
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// Handle mail fallback for items
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if (msg != EQUIP_ERR_OK && lguid.IsItem() && loot->loot_type != LOOT_CORPSE)
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if (msg != EQUIP_ERR_OK && lguid.IsItem() && loot->loot_type != LOOT_CORPSE)
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{
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{
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@@ -230,7 +199,6 @@ bool AoeLootCommandScript::ProcessLootSlot(Player* player, ObjectGuid lguid, uin
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player->SendItemRetrievalMail(item->itemid, item->count);
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player->SendItemRetrievalMail(item->itemid, item->count);
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}
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}
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// Success
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return true;
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return true;
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}
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}
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@@ -240,93 +208,74 @@ bool AoeLootCommandScript::HandleStartAoeLootCommand(ChatHandler* handler, Optio
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return true;
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return true;
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Player* player = handler->GetSession()->GetPlayer();
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Player* player = handler->GetSession()->GetPlayer();
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if (!player)
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if (!player)
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return true;
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return true;
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float range = sConfigMgr->GetOption<float>("AOELoot.Range", 55.0);
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float range = sConfigMgr->GetOption<float>("AOELoot.Range", 55.0);
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bool debugMode = sConfigMgr->GetOption<bool>("AOELoot.Debug", false);
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std::list<Creature*> nearbyCorpses;
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std::list<Creature*> nearbyCorpses;
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player->GetDeadCreatureListInGrid(nearbyCorpses, range);
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player->GetDeadCreatureListInGrid(nearbyCorpses, range);
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if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
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if (debugMode)
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{
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{
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LOG_DEBUG("module.aoe_loot", "AOE Loot: Found {} nearby corpses within range {}.", nearbyCorpses.size(), range);
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LOG_DEBUG("module.aoe_loot", "AOE Loot: Found {} nearby corpses within range {}.", nearbyCorpses.size(), range);
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handler->PSendSysMessage(fmt::format("AOE Loot: Found {} nearby corpses within range {}.", nearbyCorpses.size(), range));
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}
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}
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// Filter valid corpses first
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// Filter valid corpses
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std::list<Creature*> validCorpses;
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std::list<Creature*> validCorpses;
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// Process each corpse one by one
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for (auto* creature : nearbyCorpses)
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for (auto* creature : nearbyCorpses)
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{
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{
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if (!player || !creature)
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if (!player || !creature)
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{
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continue;
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continue;
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}
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// Check if creature is valid for looting by this player
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if (!creature->hasLootRecipient() || !creature->isTappedBy(player))
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if (!creature->hasLootRecipient() || !creature->isTappedBy(player))
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{
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// Not a valid loot target for this player
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continue;
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continue;
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}
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// Skip if corpse is not valid for looting
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// Skip if corpse is not lootable
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if (!creature->HasDynamicFlag(UNIT_DYNFLAG_LOOTABLE))
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if (!creature->HasDynamicFlag(UNIT_DYNFLAG_LOOTABLE))
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{
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{
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if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
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if (debugMode)
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{
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LOG_DEBUG("module.aoe_loot", "AOE Loot: Skipping creature {} - not lootable", creature->GetGUID().ToString());
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LOG_DEBUG("module.aoe_loot", "AOE Loot: Skipping creature {} - ***NOT LOOTABLE***", creature->GetGUID().ToString());
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handler->PSendSysMessage(fmt::format("AOE Loot: Skipping creature {} - ***NOT LOOTABLE***", creature->GetGUID().ToString()));
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}
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continue;
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continue;
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}
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}
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// Additional permission check
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// Additional permission check for instances
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if (player->GetMap()->Instanceable() && !player->isAllowedToLoot(creature))
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if (player->GetMap()->Instanceable() && !player->isAllowedToLoot(creature))
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{
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{
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if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
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if (debugMode)
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{
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LOG_DEBUG("module.aoe_loot", "AOE Loot: Skipping creature {} - not your loot", creature->GetGUID().ToString());
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LOG_DEBUG("module.aoe_loot", "AOE Loot: Skipping creature {} - ***NOT YOUR LOOT***", creature->GetGUID().ToString());
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handler->PSendSysMessage(fmt::format("AOE Loot: Skipping creature {} - ***NOT YOUR LOOT***", creature->GetGUID().ToString()));
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}
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continue;
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continue;
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}
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}
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// Add to valid list of creatures to loot
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validCorpses.push_back(creature);
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validCorpses.push_back(creature);
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}
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}
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if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
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if (debugMode)
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{
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{
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LOG_DEBUG("module.aoe_loot", "AOE Loot: Found {} VALID nearby corpses within range {}.", validCorpses.size(), range);
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LOG_DEBUG("module.aoe_loot", "AOE Loot: Found {} valid nearby corpses within range {}.", validCorpses.size(), range);
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handler->PSendSysMessage(fmt::format("AOE Loot: Found {} VALID nearby corpses within range {}.", validCorpses.size(), range));
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}
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}
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// Process all corpses silently and quickly
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// Process all valid corpses
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for (auto* creature : validCorpses)
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for (auto* creature : validCorpses)
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{
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{
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Loot* loot = &creature->loot;
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Loot* loot = &creature->loot;
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if (!loot)
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if (!loot)
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{
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continue;
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continue;
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}
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player->SetLootGUID(creature->GetGUID());
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// Process quest items
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// Process quest items
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if (!loot->quest_items.empty())
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if (!loot->quest_items.empty())
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{
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{
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// Try to loot each potential quest slot
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for (uint8 i = 0; i < loot->quest_items.size(); ++i)
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for (uint8 i = 0; i < loot->quest_items.size(); ++i)
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{
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{
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uint8 lootSlot = loot->items.size() + i;
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uint8 lootSlot = loot->items.size() + i;
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ProcessLootSlot(player, creature->GetGUID(), lootSlot);
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// Store the loot item in the player's inventory
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if (debugMode)
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AoeLootCommandScript::ProcessLootSlot(player, creature->GetGUID(), lootSlot);
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LOG_DEBUG("module.aoe_loot", "AOE Loot: looted quest item in slot {}", lootSlot);
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// Debug logging
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if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
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{
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LOG_DEBUG("module.aoe_loot", "AOE Loot: looted QUEST ITEM in slot {}", lootSlot);
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handler->PSendSysMessage(fmt::format("AOE Loot: looted QUEST ITEM in slot {}", lootSlot));
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}
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|
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}
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}
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}
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}
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|
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@@ -334,60 +283,49 @@ bool AoeLootCommandScript::HandleStartAoeLootCommand(ChatHandler* handler, Optio
|
|||||||
for (uint8 lootSlot = 0; lootSlot < loot->items.size(); ++lootSlot)
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for (uint8 lootSlot = 0; lootSlot < loot->items.size(); ++lootSlot)
|
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{
|
{
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player->SetLootGUID(creature->GetGUID());
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player->SetLootGUID(creature->GetGUID());
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// Store the loot item in the player's inventory
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ProcessLootSlot(player, creature->GetGUID(), lootSlot);
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AoeLootCommandScript::ProcessLootSlot(player, creature->GetGUID(), lootSlot);
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|
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// Debug
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if (debugMode && lootSlot < loot->items.size())
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if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
|
|
||||||
{
|
{
|
||||||
LOG_DEBUG("module.aoe_loot", "AOE Loot: looted item from slot {} (ID: {}) from {}", lootSlot, loot->items[lootSlot].itemid, creature->GetGUID().ToString());
|
LOG_DEBUG("module.aoe_loot", "AOE Loot: looted item from slot {} (ID: {}) from {}", lootSlot, loot->items[lootSlot].itemid, creature->GetGUID().ToString());
|
||||||
handler->PSendSysMessage(fmt::format("AOE Loot: looted item from slot {} (ID: {})", lootSlot, loot->items[lootSlot].itemid));
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Handle money with direct packet
|
// Handle money
|
||||||
if (loot->gold > 0)
|
if (loot->gold > 0)
|
||||||
{
|
{
|
||||||
// Store the gold amount before it gets cleared by HandleLootMoneyOpcode
|
|
||||||
uint32 goldAmount = loot->gold;
|
uint32 goldAmount = loot->gold;
|
||||||
AoeLootCommandScript::ProcessLootMoney(player, creature);
|
ProcessLootMoney(player, creature);
|
||||||
|
|
||||||
|
if (debugMode)
|
||||||
// Debug
|
{
|
||||||
if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
|
LOG_DEBUG("module.aoe_loot", "AOE Loot: Looted {} copper from {}", goldAmount, creature->GetGUID().ToString());
|
||||||
{
|
}
|
||||||
LOG_DEBUG("module.aoe_loot", "AOE Loot: Looted {} copper from {}", goldAmount, creature->GetGUID().ToString());
|
|
||||||
handler->PSendSysMessage(fmt::format("AOE Loot: Looted {} copper from {}", goldAmount, creature->GetGUID().ToString()));
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check if the corpse is now fully looted
|
// Release loot if corpse is fully looted
|
||||||
if (loot->isLooted())
|
if (loot->isLooted())
|
||||||
{
|
{
|
||||||
WorldPacket releaseData(CMSG_LOOT_RELEASE, 8);
|
WorldPacket releaseData(CMSG_LOOT_RELEASE, 8);
|
||||||
releaseData << creature->GetGUID();
|
releaseData << creature->GetGUID();
|
||||||
player->GetSession()->HandleLootReleaseOpcode(releaseData);
|
player->GetSession()->HandleLootReleaseOpcode(releaseData);
|
||||||
// Cleanup the loot object from the corpse
|
|
||||||
//creature->AllLootRemovedFromCorpse();
|
|
||||||
//creature->RemoveDynamicFlag(UNIT_DYNFLAG_LOOTABLE);
|
|
||||||
// Force update the world state to reflect the loot being gone
|
|
||||||
}
|
}
|
||||||
|
player->SetLootGUID(ObjectGuid::Empty);
|
||||||
}
|
}
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Copied from sudlud's "mod-aoe-loot" module.
|
// Display login message to player
|
||||||
void AoeLootPlayer::OnPlayerLogin(Player* player)
|
void AoeLootPlayer::OnPlayerLogin(Player* player)
|
||||||
{
|
{
|
||||||
if (sConfigMgr->GetOption<bool>("AOELoot.Enable", true))
|
if (sConfigMgr->GetOption<bool>("AOELoot.Enable", true) &&
|
||||||
|
sConfigMgr->GetOption<bool>("AOELoot.Message", true))
|
||||||
{
|
{
|
||||||
if (sConfigMgr->GetOption<bool>("AOELoot.Message", true))
|
ChatHandler(player->GetSession()).PSendSysMessage(AOE_ACORE_STRING_MESSAGE);
|
||||||
ChatHandler(player->GetSession()).PSendSysMessage(AOE_ACORE_STRING_MESSAGE);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
// Add script registrations
|
||||||
|
|
||||||
void AddSC_AoeLoot()
|
void AddSC_AoeLoot()
|
||||||
{
|
{
|
||||||
new AoeLootPlayer();
|
new AoeLootPlayer();
|
||||||
|
|||||||
Reference in New Issue
Block a user