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* Save spawns * Update base_zone_state_spawns_repository.h * Zone state save work * Code cleanup * More cleanup * Database migration * Update database_update_manifest.cpp * Revert decay at storage model * Code cleanup * More cleanup * More cleanup * More cleanup * Entity variables * Add entity variables to the schema * Post rebase * Checkpoint * Serialize / deserialize buffs * Current hp / mana / end save / load * Save / load current_waypoint * Add zone spawn protection * Finishing touches * Cleanup * Update zone_save_state.cpp * Cleanup * Update zone_save_state.cpp * Update npc.cpp * Update npc.cpp * More * Update perl_npc.cpp * Update zone_loot.cpp
35 lines
731 B
C++
35 lines
731 B
C++
#ifndef CODE_LOOT_H
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#define CODE_LOOT_H
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#include <list>
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#include <string>
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#include "../common/types.h"
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struct LootItem {
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uint32 item_id;
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int16 equip_slot;
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uint16 charges;
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uint16 lootslot;
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uint32 aug_1;
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uint32 aug_2;
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uint32 aug_3;
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uint32 aug_4;
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uint32 aug_5;
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uint32 aug_6;
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bool attuned;
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std::string custom_data;
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uint32 ornamenticon{};
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uint32 ornamentidfile{};
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uint32 ornament_hero_model{};
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uint16 trivial_min_level;
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uint16 trivial_max_level;
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uint16 npc_min_level;
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uint16 npc_max_level;
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uint32 lootdrop_id; // required for zone state referencing
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};
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typedef std::list<LootItem*> LootItems;
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#endif //CODE_LOOT_H
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