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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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@@ -271,7 +271,7 @@ void Mob::MakePoweredPet(uint16 spell_id, const char* pettype, int16 petpower,
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for (int i = EQ::invslot::EQUIPMENT_BEGIN; i <= EQ::invslot::EQUIPMENT_END; i++)
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if (petinv[i]) {
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item = database.GetItem(petinv[i]);
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npc->AddLootDrop(item, &npc->itemlist, NPC::NewLootDropEntry(), true);
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npc->AddLootDrop(item, LootdropEntriesRepository::NewNpcEntity(), true);
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}
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}
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@@ -580,7 +580,7 @@ void NPC::SetPetState(SpellBuff_Struct *pet_buffs, uint32 *items) {
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bool petCanHaveNoDrop = (RuleB(Pets, CanTakeNoDrop) && _CLIENTPET(this) && GetPetType() <= petOther);
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if (!noDrop || petCanHaveNoDrop) {
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AddLootDrop(item2, &itemlist, NPC::NewLootDropEntry(), true);
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AddLootDrop(item2, LootdropEntriesRepository::NewNpcEntity(), true);
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}
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}
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}
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