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loot source for item drops
Added support for Items to have a loot source attached to them when dropped or rolled. This fixes the issue where achievements would give the item before it appeared in the achievement window.
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@@ -47,8 +47,8 @@ class LootGenerator : public Singleton<LootGenerator> {
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std::unordered_map<LOT, int32_t> RollLootMatrix(Entity* player, uint32_t matrixIndex);
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std::unordered_map<LOT, int32_t> RollLootMatrix(uint32_t matrixIndex);
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void GiveLoot(Entity* player, uint32_t matrixIndex);
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void GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result);
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void GiveLoot(Entity* player, uint32_t matrixIndex, eLootSourceType lootSourceType = eLootSourceType::LOOT_SOURCE_NONE);
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void GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result, eLootSourceType lootSourceType = eLootSourceType::LOOT_SOURCE_NONE);
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void GiveActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating = 0);
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void DropLoot(Entity* player, Entity* killedObject, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins);
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void DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins);
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