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Implement global loot system Fixes #619
This should allow us to emulate lives global tables The options available to filter tables are min_level, max_level, race, rare, raid, race, class, bodytype, and zone. race, class, bodytype, and zone are a pipe | separated list of IDs
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@@ -185,6 +185,7 @@ public:
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void AddItem(uint32 itemid, uint16 charges, bool equipitem = true, uint32 aug1 = 0, uint32 aug2 = 0, uint32 aug3 = 0, uint32 aug4 = 0, uint32 aug5 = 0, uint32 aug6 = 0);
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void AddLootTable();
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void AddLootTable(uint32 ldid);
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void CheckGlobalLootTables();
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void DescribeAggro(Client *towho, Mob *mob, bool verbose);
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void RemoveItem(uint32 item_id, uint16 quantity = 0, uint16 slot = 0);
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void CheckMinMaxLevel(Mob *them);
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@@ -197,6 +198,7 @@ public:
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uint32 CountLoot();
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inline uint32 GetLoottableID() const { return loottable_id; }
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virtual void UpdateEquipmentLight();
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inline bool DropsGlobalLoot() const { return !skip_global_loot; }
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inline uint32 GetCopper() const { return copper; }
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inline uint32 GetSilver() const { return silver; }
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@@ -562,6 +564,7 @@ protected:
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private:
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uint32 loottable_id;
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bool skip_global_loot;
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bool p_depop;
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};
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