Fixed a bug where the pickpocket spell would share picked up money with the caster's group. Fixes #2.

This commit is contained in:
Tristan Cormier 2017-01-28 02:10:01 -05:00 committed by Antz
parent 06d9945fd9
commit d6e44477ba

View File

@ -270,35 +270,41 @@ void WorldSession::HandleLootMoneyOpcode(WorldPacket& /*recv_data*/)
if (pLoot)
{
pLoot->NotifyMoneyRemoved();
if (!guid.IsItem() && player->GetGroup()) // item can be looted only single player
// Items/objects can ONLY be looted by a single player
if (!guid.IsItem() && player->GetGroup())
{
Group* group = player->GetGroup();
// Pickpocket case
if (player->getClass() == CLASS_ROGUE && GetPlayer()->GetMap()->GetCreature(guid)->lootForPickPocketed)
player->ModifyMoney(pLoot->gold);
else
{
Group* group = player->GetGroup();
std::vector<Player*> playersNear;
for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* playerGroup = itr->getSource();
if (!playerGroup)
{ continue; }
if (player->IsWithinDistInMap(playerGroup, sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE), false))
{ playersNear.push_back(playerGroup); }
}
std::vector<Player*> playersNear;
for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* playerGroup = itr->getSource();
if (!playerGroup)
continue;
if (player->IsWithinDistInMap(playerGroup, sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE), false))
playersNear.push_back(playerGroup);
}
uint32 money_per_player = uint32((pLoot->gold) / (playersNear.size()));
uint32 money_per_player = uint32((pLoot->gold) / (playersNear.size()));
for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i)
{
(*i)->ModifyMoney(money_per_player);
for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i)
{
(*i)->ModifyMoney(money_per_player);
WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4);
data << uint32(money_per_player);
WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4);
data << uint32(money_per_player);
(*i)->GetSession()->SendPacket(&data);
}
(*i)->GetSession()->SendPacket(&data);
}
}
}
else
{ player->ModifyMoney(pLoot->gold); }
player->ModifyMoney(pLoot->gold);
// Used by Eluna
#ifdef ENABLE_ELUNA
@ -308,7 +314,7 @@ void WorldSession::HandleLootMoneyOpcode(WorldPacket& /*recv_data*/)
pLoot->gold = 0;
if (pItem)
{ pItem->SetLootState(ITEM_LOOT_CHANGED); }
pItem->SetLootState(ITEM_LOOT_CHANGED);
}
}