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* 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
34 lines
666 B
C++
34 lines
666 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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};
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typedef std::list<LootItem*> LootItems;
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#endif //CODE_LOOT_H
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