[Loot] Remove from shared memory, simplification (#3988)

* First pass of pulling loot out of shared memory, functional

* More code cleanup

* More cleanup

* More cleanup

* More cleanup

* Add loot reload type

* Reload, logging

* Update npc.h

* Cleanup

* Logging, don't load attempt to load loottable id 0

* Update worldserver.cpp

* Update client.cpp

* Update zone_loot.cpp

* PR feedback

* Update zone.cpp

* Memory leak suggestion

* Update CMakeLists.txt

* Post rebase issues
This commit is contained in:
Chris Miles
2024-02-05 15:17:53 -06:00
committed by GitHub
parent fcbf5cae47
commit c654c1d674
55 changed files with 1595 additions and 1890 deletions
+2 -2
View File
@@ -4,13 +4,13 @@ void ShowZoneLoot(Client *c, const Seperator *sep)
{
const uint32 search_item_id = sep->IsNumber(2) ? Strings::ToUnsignedInt(sep->arg[2]) : 0;
std::vector<std::pair<NPC *, ItemList>> v;
std::vector<std::pair<NPC *, LootItems>> v;
uint32 loot_count = 0;
uint32 loot_number = 1;
for (auto npc_entity: entity_list.GetNPCList()) {
auto il = npc_entity.second->GetItemList();
auto il = npc_entity.second->GetLootItems();
v.emplace_back(std::make_pair(npc_entity.second, il));
}