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C++ Corpse::RemoveFlag方法代码示例

本文整理汇总了C++中Corpse::RemoveFlag方法的典型用法代码示例。如果您正苦于以下问题:C++ Corpse::RemoveFlag方法的具体用法?C++ Corpse::RemoveFlag怎么用?C++ Corpse::RemoveFlag使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Corpse的用法示例。


在下文中一共展示了Corpse::RemoveFlag方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: DoLootRelease

void WorldSession::DoLootRelease(uint64 lguid)
{
    Player  *player = GetPlayer();
    Loot    *loot;

    player->SetLootGUID(0);
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if (!player->IsInWorld())
        return;

    if (IS_GAMEOBJECT_GUID(lguid))
    {
        GameObject* go = GetPlayer()->GetMap()->GetGameObject(lguid);

        // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
        if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
            return;

        loot = &go->loot;

        if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
        {
            // locked doors are opened with spelleffect openlock, prevent remove its as looted
            go->UseDoorOrButton();
        }
        else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
        {
            // GO is mineral vein? so it is not removed after its looted
            if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
            {
                uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens;
                uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens;

                // only vein pass this check
                if (go_min != 0 && go_max > go_min)
                {
                    float amount_rate = sWorld->getRate(RATE_MINING_AMOUNT);
                    float min_amount = go_min*amount_rate;
                    float max_amount = go_max*amount_rate;

                    go->AddUse();
                    float uses = float(go->GetUseCount());

                    if (uses < max_amount)
                    {
                        if (uses >= min_amount)
                        {
                            float chance_rate = sWorld->getRate(RATE_MINING_NEXT);

                            int32 ReqValue = 175;
                            LockEntry const* lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
                            if (lockInfo)
                                ReqValue = lockInfo->Skill[0];
                            float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25);
                            double chance = pow(0.8*chance_rate, 4*(1/double(max_amount))*double(uses));
                            if (roll_chance_f((float)(100*chance+skill)))
                            {
                                go->SetLootState(GO_READY);
                            }
                            else                            // not have more uses
                                go->SetLootState(GO_JUST_DEACTIVATED);
                        }
                        else                                // 100% chance until min uses
                            go->SetLootState(GO_READY);
                    }
                    else                                    // max uses already
                        go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else                                        // not vein
                    go->SetLootState(GO_JUST_DEACTIVATED);
            }
            else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
            {                                               // The fishing hole used once more
                go->AddUse();                               // if the max usage is reached, will be despawned in next tick
                if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens, go->GetGOInfo()->fishinghole.maxSuccessOpens))
                {
                    go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else
                    go->SetLootState(GO_READY);
            }
            else // not chest (or vein/herb/etc)
                go->SetLootState(GO_JUST_DEACTIVATED);

            loot->clear();
        }
        else
        {
            // not fully looted object
            go->SetLootState(GO_ACTIVATED, player);

            // if the round robin player release, reset it.
            if (player->GetGUID() == loot->roundRobinPlayer)
            {
                if (Group* group = player->GetGroup())
                {
                    if (group->GetLootMethod() != MASTER_LOOT)
//.........这里部分代码省略.........
开发者ID:FirstCore,项目名称:Trinity-Zero,代码行数:101,代码来源:LootHandler.cpp

示例2: DoLootRelease

void WorldSession::DoLootRelease(ObjectGuid lguid)
{
    Player  *player = GetPlayer();
    Loot    *loot;

    player->SetLootGUID(ObjectGuid());
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if(!player->IsInWorld())
        return;

    switch(lguid.GetHigh())
    {
        case HIGHGUID_GAMEOBJECT:
        {
            GameObject *go = GetPlayer()->GetMap()->GetGameObject(lguid);

            // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
            if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
                return;

            loot = &go->loot;

            if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
            {
                // locked doors are opened with spelleffect openlock, prevent remove its as looted
                go->UseDoorOrButton();
            }
            else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
            {
                // GO is mineral vein? so it is not removed after its looted
                if(go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
                {
                    uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens;
                    uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens;

                if (player->GetInstanceId())
                {
                    Map *map = go->GetMap();
                    if (map->IsDungeon())
                    {
                        if (map->IsRaidOrHeroicDungeon())
                        {
                            ((InstanceMap *)map)->PermBindAllPlayers(player);
                        }
                        else
                        {
                            // the reset time is set but not added to the scheduler
                            // until the players leave the instance
                            time_t resettime = go->GetRespawnTimeEx() + 2 * HOUR;
                            if(InstanceSave *save = player->GetMap()->GetInstanceSave())
                            if(save->GetResetTime() < resettime) save->SetResetTime(resettime);
                        }
                    }
                }
                    // only vein pass this check
                    if(go_min != 0 && go_max > go_min)
                    {
                        float amount_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_AMOUNT);
                        float min_amount = go_min*amount_rate;
                        float max_amount = go_max*amount_rate;

                        go->AddUse();
                        float uses = float(go->GetUseCount());

                        if(uses < max_amount)
                        {
                            if(uses >= min_amount)
                            {
                                float chance_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_NEXT);

                                int32 ReqValue = 175;
                                LockEntry const *lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
                                if(lockInfo)
                                    ReqValue = lockInfo->Skill[0];
                                float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25);
                                double chance = pow(0.8*chance_rate,4*(1/double(max_amount))*double(uses));
                                if(roll_chance_f(float(100.0f*chance+skill)))
                                {
                                    go->SetLootState(GO_READY);
                                }
                                else                            // not have more uses
                                    go->SetLootState(GO_JUST_DEACTIVATED);
                            }
                            else                                // 100% chance until min uses
                                go->SetLootState(GO_READY);
                        }
                        else                                    // max uses already
                            go->SetLootState(GO_JUST_DEACTIVATED);
                    }
                    else                                        // not vein
                        go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
                {                                               // The fishing hole used once more
                    go->AddUse();                               // if the max usage is reached, will be despawned at next tick
                    if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens,go->GetGOInfo()->fishinghole.maxSuccessOpens))
                    {
//.........这里部分代码省略.........
开发者ID:Wowka321,项目名称:mangos,代码行数:101,代码来源:LootHandler.cpp

示例3: DoLootRelease

void WorldSession::DoLootRelease(uint64 lguid)
{
    Player  *player = GetPlayer();
    Loot    *loot;

    player->SetLootGUID(0);
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if (!player->IsInWorld())
        return;

    if (IS_GAMEOBJECT_GUID(lguid))
    {
        GameObject *go = GetPlayer()->GetMap()->GetGameObject(lguid);

        // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
        if (!go || (go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE))
            return;

        loot = &go->loot;

        if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
        {
            // locked doors are opened with spelleffect openlock, prevent remove its as looted
            go->UseDoorOrButton();
        }
        else if ((go->GetGoType() == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.consumable) || loot->isLooted())
        {
            if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
            {                                               // The fishing hole used once more
                go->AddUse();                               // if the max usage is reached, will be despawned in next tick
                if (go->GetUseCount()>=irand(go->GetGOInfo()->fishinghole.minSuccessOpens,go->GetGOInfo()->fishinghole.maxSuccessOpens))
                {
                    go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else
                    go->SetLootState(GO_READY);
            }
            else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
                go->SetLootState(GO_JUST_DEACTIVATED);

            loot->clear();
        }
    }
    else if (IS_CORPSE_GUID(lguid))        // ONLY remove insignia at BG
    {
        Corpse *corpse = ObjectAccessor::GetCorpse(*player, lguid);
        if (!corpse || !corpse->IsWithinDistInMap(_player,INTERACTION_DISTANCE))
            return;

        loot = &corpse->loot;

        if (loot->isLooted())
        {
            loot->clear();
            corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
        }
    }
    else if (IS_ITEM_GUID(lguid))
    {
        Item *pItem = player->GetItemByGuid(lguid);
        if (!pItem)
            return;

        ItemPrototype const* proto = pItem->GetProto();
        // destroy only 5 items from stack in case prospecting and milling
        if ((proto->BagFamily & BAG_FAMILY_MASK_MINING_SUPP) &&
            proto->Class == ITEM_CLASS_TRADE_GOODS)
        {
            pItem->m_lootGenerated = false;
            pItem->loot.clear();

            uint32 count = 5;
            player->DestroyItemCount(pItem, count, true);
        }
        else
            // FIXME: item don't must be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or checting possible.
            player->DestroyItem(pItem->GetBagSlot(),pItem->GetSlot(), true);
        return;                                             // item can be looted only single player
    }
    else
    {
        Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);

        bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);
        if (!ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE))
            return;

        loot = &pCreature->loot;

        if (player->GetGUID() == loot->looterGUID)
        {
            loot->looterGUID = 0;
            if (Group *group = player->GetGroup())
                group->SendRoundRobin(loot, pCreature);
        }

        if (loot->isLooted())
//.........这里部分代码省略.........
开发者ID:Dolmero,项目名称:L4G_Core,代码行数:101,代码来源:LootHandler.cpp

示例4: DoLootRelease

void WorldSession::DoLootRelease(uint64 lguid)
{
    Player  *player = GetPlayer();
    Loot    *loot;

    player->SetLootGUID(0);
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if (!player->IsInWorld())
        return;

    if (IS_GAMEOBJECT_GUID(lguid))
    {
        GameObject* go = GetPlayer()->GetMap()->GetGameObject(lguid);

        // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
        if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
            return;

        loot = &go->loot;

        if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
        {
            // locked doors are opened with spelleffect openlock, prevent remove its as looted
            go->UseDoorOrButton();
        }
        else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
        {
            if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
            {                                               // The fishing hole used once more
                go->AddUse();                               // if the max usage is reached, will be despawned in next tick
                if (go->GetUseCount() >= go->GetGOValue()->FishingHole.MaxOpens)
                    go->SetLootState(GO_JUST_DEACTIVATED);
                else
                    go->SetLootState(GO_READY);
            }
            else
                go->SetLootState(GO_JUST_DEACTIVATED);

            loot->clear();
        }
        else
        {
            // not fully looted object
            go->SetLootState(GO_ACTIVATED, player);

            // if the round robin player release, reset it.
            if (player->GetGUID() == loot->roundRobinPlayer)
                loot->roundRobinPlayer = 0;
        }
    }
    else if (IS_CORPSE_GUID(lguid))        // ONLY remove insignia at BG
    {
        Corpse* corpse = ObjectAccessor::GetCorpse(*player, lguid);
        if (!corpse || !corpse->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
            return;

        loot = &corpse->loot;

        if (loot->isLooted())
        {
            loot->clear();
            corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
        }
    }
    else if (IS_ITEM_GUID(lguid))
    {
        Item* pItem = player->GetItemByGuid(lguid);
        if (!pItem)
            return;

        ItemTemplate const* proto = pItem->GetTemplate();

        // destroy only 5 items from stack in case prospecting and milling
        if (proto->Flags & (ITEM_PROTO_FLAG_PROSPECTABLE | ITEM_PROTO_FLAG_MILLABLE))
        {
            pItem->m_lootGenerated = false;
            pItem->loot.clear();

            uint32 count = pItem->GetCount();

            // >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
            if (count > 5)
                count = 5;

            player->DestroyItemCount(pItem, count, true);
        }
        else
        {
            if (pItem->loot.isLooted()) // Only delete item if no loot or money (unlooted loot is saved to db)
                player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
        }
        return;                                             // item can be looted only single player
    }
    else
    {
        Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);

//.........这里部分代码省略.........
开发者ID:Trust123,项目名称:ElunaTrinityCata,代码行数:101,代码来源:LootHandler.cpp

示例5: DoLootRelease

void WorldSession::DoLootRelease(ObjectGuid lguid)
{
    Player*  player = GetPlayer();
    Loot*    loot;

    player->SetLootGuid(ObjectGuid());
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if (!player->IsInWorld())
        { return; }

    switch (lguid.GetHigh())
    {
        case HIGHGUID_GAMEOBJECT:
        {
            GameObject* go = GetPlayer()->GetMap()->GetGameObject(lguid);

            // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
            if (!go || ((go->GetOwnerGuid() != _player->GetObjectGuid() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
                { return; }

            loot = &go->loot;

            if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
            {
                // locked doors are opened with spelleffect openlock, prevent remove its as looted
                go->UseDoorOrButton();
            }
            else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
            {
                // GO is mineral vein? so it is not removed after its looted
                if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
                {
                    uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens;
                    uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens;

                    // only vein pass this check
                    if (go_min != 0 && go_max > go_min)
                    {
                        float amount_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_AMOUNT);
                        float min_amount = go_min * amount_rate;
                        float max_amount = go_max * amount_rate;

                        go->AddUse();
                        float uses = float(go->GetUseCount());

                        if (uses < max_amount)
                        {
                            if (uses >= min_amount)
                            {
                                float chance_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_NEXT);

                                int32 ReqValue = 175;
                                LockEntry const* lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
                                if (lockInfo)
                                    { ReqValue = lockInfo->Skill[0]; }
                                float skill = float(player->GetSkillValue(SKILL_MINING)) / (ReqValue + 25);
                                double chance = pow(0.8 * chance_rate, 4 * (1 / double(max_amount)) * double(uses));
                                if (roll_chance_f(float(100.0f * chance + skill)))
                                {
                                    go->SetLootState(GO_READY);
                                }
                                else                        // not have more uses
                                    { go->SetLootState(GO_JUST_DEACTIVATED); }
                            }
                            else                            // 100% chance until min uses
                                { go->SetLootState(GO_READY); }
                        }
                        else                                // max uses already
                            { go->SetLootState(GO_JUST_DEACTIVATED); }
                    }
                    else                                    // not vein
                        { go->SetLootState(GO_JUST_DEACTIVATED); }
                }
                else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
                {
                    // The fishing hole used once more
                    go->AddUse();                           // if the max usage is reached, will be despawned at next tick
                    if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens, go->GetGOInfo()->fishinghole.maxSuccessOpens))
                    {
                        go->SetLootState(GO_JUST_DEACTIVATED);
                    }
                    else
                        { go->SetLootState(GO_READY); }
                }
                else // not chest (or vein/herb/etc)
                    { go->SetLootState(GO_JUST_DEACTIVATED); }

                loot->clear();
            }
            else
                // not fully looted object
            { 
                go->SetLootState(GO_ACTIVATED); 
            }

            go->SetGoState(GO_STATE_READY);

//.........这里部分代码省略.........
开发者ID:Chuck5ta,项目名称:server-1,代码行数:101,代码来源:LootHandler.cpp

示例6: DoLootRelease

void WorldSession::DoLootRelease(uint64 lguid)
{
    Player  *player = GetPlayer();
    Loot    *loot;

    player->SetLootGUID(0);
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if (!player->IsInWorld())
        return;

    if (IS_GAMEOBJECT_GUID(lguid))
    {
        GameObject *go = GetPlayer()->GetMap()->GetGameObject(lguid);

        // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
        if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
            return;

        loot = &go->loot;

        if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
        {
            // locked doors are opened with spelleffect openlock, prevent remove its as looted
            go->UseDoorOrButton();
        }
        else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
        {
            // GO is mineral vein? so it is not removed after its looted
            if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
            {
                uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens;
                uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens;

                // only vein pass this check
                if (go_min != 0 && go_max > go_min)
                {
                    float amount_rate = sWorld.getRate(RATE_MINING_AMOUNT);
                    float min_amount = go_min*amount_rate;
                    float max_amount = go_max*amount_rate;

                    go->AddUse();
                    float uses = float(go->GetUseCount());

                    if (uses < max_amount)
                    {
                        if (uses >= min_amount)
                        {
                            float chance_rate = sWorld.getRate(RATE_MINING_NEXT);

                            int32 ReqValue = 175;
                            LockEntry const *lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
                            if (lockInfo)
                                ReqValue = lockInfo->requiredminingskill;
                            float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25);
                            double chance = pow(0.8*chance_rate,4*(1/double(max_amount))*double(uses));
                            if (roll_chance_f(100*chance+skill))
                            {
                                go->SetLootState(GO_READY);
                            }
                            else                            // not have more uses
                                go->SetLootState(GO_JUST_DEACTIVATED);
                        }
                        else                                // 100% chance until min uses
                            go->SetLootState(GO_READY);
                    }
                    else                                    // max uses already
                        go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else                                        // not vein
                    go->SetLootState(GO_JUST_DEACTIVATED);
            }
            else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
            {                                               // The fishing hole used once more
                go->AddUse();                               // if the max usage is reached, will be despawned in next tick
                if (go->GetUseCount() >= irand(go->GetGOInfo()->fishinghole.minSuccessOpens,go->GetGOInfo()->fishinghole.maxSuccessOpens))
                {
                    go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else
                    go->SetLootState(GO_READY);
            }
            else // not chest (or vein/herb/etc)
                go->SetLootState(GO_JUST_DEACTIVATED);

            loot->clear();
        }
        else
            // not fully looted object
            go->SetLootState(GO_ACTIVATED);
    }
    else if (IS_CORPSE_GUID(lguid))        // ONLY remove insignia at BG
    {
        Corpse *corpse = ObjectAccessor::GetCorpse(*player, lguid);
        if (!corpse || !corpse->IsWithinDistInMap(_player,INTERACTION_DISTANCE))
            return;

        loot = &corpse->loot;
//.........这里部分代码省略.........
开发者ID:Kerpele,项目名称:UnNamedWoW,代码行数:101,代码来源:LootHandler.cpp


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