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[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
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@@ -4,13 +4,13 @@ void ShowZoneLoot(Client *c, const Seperator *sep)
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{
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const uint32 search_item_id = sep->IsNumber(2) ? Strings::ToUnsignedInt(sep->arg[2]) : 0;
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std::vector<std::pair<NPC *, ItemList>> v;
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std::vector<std::pair<NPC *, LootItems>> v;
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uint32 loot_count = 0;
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uint32 loot_number = 1;
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for (auto npc_entity: entity_list.GetNPCList()) {
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auto il = npc_entity.second->GetItemList();
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auto il = npc_entity.second->GetLootItems();
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v.emplace_back(std::make_pair(npc_entity.second, il));
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}
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