Esempio n. 1
0
void LootMgr::FillItemLoot(Loot *loot, uint32 loot_id)
{
    loot->items.clear();
    loot->gold = 0;

    LootStore::iterator tab = ItemLoot.find(loot_id);
    if (ItemLoot.end() == tab)return;
    else PushLoot(&tab->second, loot, false);
}
Esempio n. 2
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void LootMgr::FillGatheringLoot(Loot * loot,uint32 loot_id)
{
	loot->items.clear();
	loot->gold = 0;

	LootStore::iterator tab = GatheringLoot.find(loot_id);
	if(tab != GatheringLoot.end())
		PushLoot(&tab->second, loot, false, false);
}
Esempio n. 3
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void LootMgr::FillGOLoot(Loot * loot, uint32 loot_id, bool heroic)
{
    loot->items.clear();
    loot->gold = 0;

    LootStore::iterator tab = GOLoot.find(loot_id);
    if (GOLoot.end() == tab)return;
    else PushLoot(&tab->second, loot, heroic);
}
Esempio n. 4
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void LootMgr::FillGOLoot(Loot * loot,uint32 loot_id, uint8 difficulty, uint8 team)
{
	loot->items.clear ();
	loot->gold = 0;

	LootStore::iterator tab = GOLoot.find(loot_id);
	if( GOLoot.end() == tab)
		return;
	else
		PushLoot(&tab->second, loot, difficulty, team, false);
}
Esempio n. 5
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void LootMgr::FillPickpocketingLoot(Loot* loot, uint32 loot_id)
{
	loot->items.clear();
	loot->gold = 0;

	LootStore::iterator tab = PickpocketingLoot.find(loot_id);

	if(PickpocketingLoot.end() == tab)
		return;
	else
		PushLoot(&tab->second, loot, 0);
}
Esempio n. 6
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void LootMgr::FillCreatureLoot(Loot* loot, uint32 loot_id, uint32 type)
{
	loot->items.clear();
	loot->gold = 0;

	LootStore::iterator tab = CreatureLoot.find(loot_id);

	if(CreatureLoot.end() == tab)
		return;
	else
		PushLoot(&tab->second, loot, type);
}
void LootMgr::FillFishingLoot(Loot * loot,uint32 loot_id)
{
    loot->items.clear();
    loot->gold = 0;

    LootStore::iterator tab = FishingLoot.find(loot_id);
    if( FishingLoot.end() == tab) 
    { 
    	return;
    }
    else PushLoot(&tab->second, loot, 0);
}
void LootMgr::FillGOLoot(Loot * loot,uint32 loot_id, uint32 instance_difficulty)
{
	loot->items.clear ();
	loot->gold =0;

	LootStore::iterator tab =GOLoot.find(loot_id);
	if( GOLoot.end()==tab)
	{ 
		return;
	}
	else PushLoot(&tab->second,loot, instance_difficulty);
}