It helps if you actually push more than the changelog message...

This commit is contained in:
Uleat
2015-01-05 13:50:03 -05:00
parent 7557cfd845
commit 4b133c808c
34 changed files with 2936 additions and 212 deletions
+5 -12
View File
@@ -1258,23 +1258,16 @@ void Corpse::LootItem(Client* client, const EQApplicationPacket* app) {
SetPlayerKillItemID(0);
}
/* Send message with item link to groups and such */
Client::TextLink linker;
linker.SetLinkType(linker.linkItemInst);
linker.SetItemInst(inst);
linker.SetClientVersion(client->GetClientVersion());
/* Send message with item link to groups and such */
Client::TextLink linker;
linker.SetLinkType(linker.linkItemInst);
linker.SetItemInst(inst);
auto item_link = linker.GenerateLink();
client->Message_StringID(MT_LootMessages, LOOTED_MESSAGE, item_link.c_str());
if(!IsPlayerCorpse()) {
// When sending to multiple/unknown client types, we set for the highest client..
// ..which is processed when 'EQClientUnknown,' or default value, is selected.
// This should help with any current issues..or it may create more! O.o
linker.SetClientVersion(EQClientUnknown);
item_link = linker.GenerateLink();
if (!IsPlayerCorpse()) {
Group *g = client->GetGroup();
if(g != nullptr) {
g->GroupMessage_StringID(client, MT_LootMessages, OTHER_LOOTED_MESSAGE, client->GetName(), item_link.c_str());