I just can not understand why we have a check occuring after SendLoot. All checks should be before it in this case. Viewing gitblame, this was last touched back about 13 years ago and with no notes explaining the reasoning. Would love a further explaination in the reason why interrupt cast if statement is occurring after a send loot and not before.
Changes proposed
Change Order of GetPlayer()->SendLoot(guid, LOOT_CORPSE); to occur after checks and not inbetween checks within the HandleLootOpcode.
Issues addressed
Closes
SOURCE:
conditional if checks should be executed before the related action.
Tests performed
It does build with no issues in game from what i can see.
How to Test the Changes:
I am able to craft multiple items with tayloring, and able to loot corpses just fine.
cast spells or while crafting does get interrupted when i decide to loot something
Known issues and TODO list
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Thank you for collaborating with the project.
For an efficient working methodology.
It is obvious to make long pull request, unless it is necessary.
A short pull request would be easy to test and approve.
I just can not understand why we have a check occuring after SendLoot. All checks should be before it in this case. Viewing gitblame, this was last touched back about 13 years ago and with no notes explaining the reasoning. Would love a further explaination in the reason why interrupt cast if statement is occurring after a send loot and not before.
Changes proposed
Issues addressed
SOURCE:
Tests performed
How to Test the Changes:
Known issues and TODO list