#include <LootMgr.h>
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| LootTemplate () |
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| ~LootTemplate () |
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void | AddEntry (LootStoreItem *item) |
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void | Process (Loot &loot, bool rate, uint16 lootMode, uint8 groupId, Player const *personalLooter=nullptr) const |
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void | ProcessPersonalLoot (std::unordered_map< Player *, std::unique_ptr< Loot > > &personalLoot, bool rate, uint16 lootMode) const |
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void | CopyConditions (LootItem *li) const |
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bool | HasDropForPlayer (Player const *player, uint8 groupId=0, bool strictUsabilityCheck=false) const |
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bool | HasQuestDrop (LootTemplateMap const &store, uint8 groupId=0) const |
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bool | HasQuestDropForPlayer (LootTemplateMap const &store, Player const *player, uint8 groupId=0) const |
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void | Verify (LootStore const &store, uint32 Id) const |
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void | CheckLootRefs (LootTemplateMap const &store, LootIdSet *ref_set) const |
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bool | LinkConditions (ConditionId const &id, ConditionsReference reference) |
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bool | isReference (uint32 id) |
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Definition at line 103 of file LootMgr.h.
◆ LootGroups
◆ LootTemplate() [1/2]
LootTemplate::LootTemplate |
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inline |
◆ ~LootTemplate()
LootTemplate::~LootTemplate |
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◆ LootTemplate() [2/2]
◆ AddEntry()
◆ CheckLootRefs()
◆ CopyConditions()
void LootTemplate::CopyConditions |
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LootItem * |
li | ) |
const |
◆ HasDropForPlayer()
bool LootTemplate::HasDropForPlayer |
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Player const * |
player, |
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uint8 |
groupId = 0 , |
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bool |
strictUsabilityCheck = false |
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◆ HasQuestDrop()
◆ HasQuestDropForPlayer()
◆ isReference()
bool LootTemplate::isReference |
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uint32 |
id | ) |
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◆ LinkConditions()
◆ operator=()
◆ Process()
void LootTemplate::Process |
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Loot & |
loot, |
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bool |
rate, |
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uint16 |
lootMode, |
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uint8 |
groupId, |
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Player const * |
personalLooter = nullptr |
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◆ ProcessPersonalLoot()
void LootTemplate::ProcessPersonalLoot |
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std::unordered_map< Player *, std::unique_ptr< Loot > > & |
personalLoot, |
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bool |
rate, |
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uint16 |
lootMode |
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◆ Verify()
◆ Entries
◆ Groups
The documentation for this class was generated from the following files: