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Make loot accurate to the loot drop rates during live. (#216)
* loot fix (broken) * Fixed loot * Update SlashCommandHandler.cpp * Remove debug command * Roll loot command * Remove debug log * Added const references When this commit is applied it adds const references to the loot system avoid some unnecessary copies. Co-authored-by: wincent <wincent.holm@gmail.com> Co-authored-by: Avery <averysumner@gmail.com>
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@@ -22,10 +22,10 @@ void MinigameTreasureChestServer::OnUse(Entity *self, Entity *user) {
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for (const auto& teamMemberID : team->members) {
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auto* teamMember = EntityManager::Instance()->GetEntity(teamMemberID);
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if (teamMember != nullptr)
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Loot::DropActivityLoot(teamMember, self, sac->GetActivityID(), CalculateActivityRating(self, teamMemberID));
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LootGenerator::Instance().DropActivityLoot(teamMember, self, sac->GetActivityID(), CalculateActivityRating(self, teamMemberID));
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}
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} else {
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Loot::DropActivityLoot(user, self, sac->GetActivityID(), CalculateActivityRating(self, user->GetObjectID()));
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LootGenerator::Instance().DropActivityLoot(user, self, sac->GetActivityID(), CalculateActivityRating(self, user->GetObjectID()));
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}
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sac->PlayerRemove(user->GetObjectID());
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