示例#1
0
/*	Guidlines for loading loot:
	Crow: Heavier loot should be loaded first.
	If it has more than 3k, do a delayed load.
*/
void LootMgr::LoadLoot()
{
	//THIS MUST BE CALLED AFTER LOADING OF ITEMS
	is_loading = true;
	LoadLootProp();
	DEBUG_LOG("LootMgr","Loading loot...");
	LoadLootTables(FISHING_LOOT,&FishingLoot);
	is_loading = false;
}
示例#2
0
void LootMgr::LoadLoot()
{
    //THIS MUST BE CALLED AFTER LOADING OF ITEMS
    LoadLootProp(0);
    LoadLootTables("creatureloot",&CreatureLoot);
    LoadLootTables("objectloot",&GOLoot);
    LoadLootTables("skinningloot",&SkinningLoot);
    LoadLootTables("fishingloot",&FishingLoot);
    LoadLootTables("itemloot", &ItemLoot);
}
示例#3
0
void LootMgr::LoadLoot()
{
	//THIS MUST BE CALLED AFTER LOADING OF ITEMS
	is_loading = true;
	LoadLootProp();
	LoadLootTables("loot_creatures", &CreatureLoot);
	LoadLootTables("loot_gameobjects", &GOLoot);
	LoadLootTables("loot_skinning", &SkinningLoot);
	LoadLootTables("loot_fishing", &FishingLoot);
	LoadLootTables("loot_items", &ItemLoot);
	LoadLootTables("loot_pickpocketing", &PickpocketingLoot);
	is_loading = false;
}
示例#4
0
void LootMgr::LoadLoot()
{
	//THIS MUST BE CALLED AFTER LOADING OF ITEMS
	is_loading = true;
	LoadLootProp();
	LoadLootTables("creatureloot",&CreatureLoot);
	LoadLootTables("objectloot",&GOLoot);
	LoadLootTables("skinningloot",&SkinningLoot);
	LoadLootTables("fishingloot",&FishingLoot);
	LoadLootTables("itemloot", &ItemLoot);
	LoadLootTables("prospectingloot", &ProspectingLoot);
	LoadLootTables("pickpocketingloot", &PickpocketingLoot);
	is_loading = false;
}
示例#5
0
void LootMgr::LoadLoot()
{
	is_loading = true;
	LoadLootProp();

	DEBUG_LOG("LootMgr","Loading loot...");

	LoadLootTables("objectloot",&GOLoot);
	LoadLootTables("creatureloot_gathering",&GatheringLoot);
	LoadLootTables("fishingloot",&FishingLoot);
	LoadLootTables("itemloot", &ItemLoot);
	LoadLootTables("prospectingloot", &ProspectingLoot);
	LoadLootTables("disenchantingloot", &DisenchantingLoot);
	LoadLootTables("pickpocketingloot", &PickpocketingLoot);
	LoadLootTables("millingloot", &MillingLoot);
	is_loading = false;
}