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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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+5
-1
@@ -168,6 +168,8 @@ void Trap::Trigger(Mob* trigger)
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auto spawnPosition = randomOffset + glm::vec4(m_Position, 0.0f);
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auto new_npc = new NPC(tmp, nullptr, spawnPosition, FlyMode3);
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new_npc->AddLootTable();
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if (new_npc->DropsGlobalLoot())
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new_npc->CheckGlobalLootTables();
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entity_list.AddNPC(new_npc);
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new_npc->AddToHateList(trigger,1);
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}
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@@ -191,6 +193,8 @@ void Trap::Trigger(Mob* trigger)
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auto spawnPosition = randomOffset + glm::vec4(m_Position, 0.0f);
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auto new_npc = new NPC(tmp, nullptr, spawnPosition, FlyMode3);
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new_npc->AddLootTable();
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if (new_npc->DropsGlobalLoot())
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new_npc->CheckGlobalLootTables();
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entity_list.AddNPC(new_npc);
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new_npc->AddToHateList(trigger,1);
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}
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@@ -555,4 +559,4 @@ void Trap::UpdateTrap(bool respawn, bool repopnow)
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{
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database.SetTrapData(this, repopnow);
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}
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}
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}
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