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fix(Core/Loot): Core modification to fix loot system behavior related to quest-based item eligibility #21001
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Tested in 25NH with 3 characters. Two character had the quest. One didn't. |
@@ -485,7 +485,8 @@ void WorldSession::HandleLootMasterGiveOpcode(WorldPacket& recvData) | |||
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ItemPosCountVec dest; | |||
InventoryResult msg = target->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item.itemid, item.count); | |||
if (!item.AllowedForPlayer(target, loot->sourceWorldObjectGUID)) | |||
bool IsMasterLooter = _player->GetGUID() == _player->GetGroup()->GetMasterLooterGuid(); |
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isMastetLooter
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Ok
src/server/game/Loot/LootMgr.cpp
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{ | ||
return true; | ||
} |
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Remove the braces here
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Ok.
Please update the title to actually reflect the change of this pr. This is a core modification and not directly related to any specific loot. Please also give more details / description on the changes and why you think this fixes the loot behavior of the issue. |
I left more details about the behavior of this PR. And thanks for the suggestions. |
Changes Proposed:
This PR proposes changes to:
Issues Addressed:
SOURCE:
The changes have been validated through:
Tests Performed:
This PR has been:
How to Test the Changes:
This PR implements a change to the core loot system to fix an issue related to quest-based loot eligibility. The change ensures that only players who accept and own the associated quest can roll and receive specific loot items, such as "Shadowfrost Shard" or "Acidic Blood", while players without the associated quest are unable to participate in looting these items. The change ensures that the loot system works more accurately across groups with different quest states.
Known Issues and TODO List:
How to Test AzerothCore PRs
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REMEMBER: when testing a PR that changes something generic (i.e. a part of code that handles more than one specific thing), the tester should not only check that the PR does its job (e.g. fixing spell XXX) but especially check that the PR does not cause any regression (i.e. introducing new bugs).
For example: if a PR fixes spell X by changing a part of code that handles spells X, Y, and Z, we should not only test X, but we should test Y and Z as well.