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[10641] Fixed use item dynamic/item proto flags.
* List its independelty. Each from this 2 fields have own flags. Cleanup lists. * Not copy proto flags to item flags update field. This fix heroic item versions show in client in result mixed use ITEM_DYNFLAG_WRAPPED (0x8) with ITEM_FLAG_HEROIC (0x8) * Update uses to proto case use for some cases where before wrongly has been used item dyn.flags * For ITEM_DYNFLAG_UNLOCKED (0x4) set for item at unlock and check for prevent re-unlocking. This mostly for future case when will be implemented partly loting items support. * For ITEM_FLAG_LOOTABLE (0x4) check loot absent or conflicting setting with containers/casted at use items. Report wrong cases art loading. * Better check related loot tables content using ITEM_FLAG_PROSPECTABLE and ITEM_FLAG_MILLABLE
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17 changed files with 208 additions and 103 deletions
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@ -109,7 +109,7 @@ void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket)
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// only allow conjured consumable, bandage, poisons (all should have the 2^21 item flag set in DB)
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if (proto->Class == ITEM_CLASS_CONSUMABLE &&
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!(proto->Flags & ITEM_FLAGS_USEABLE_IN_ARENA) &&
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!(proto->Flags & ITEM_FLAG_USEABLE_IN_ARENA) &&
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pUser->InArena())
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{
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recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail
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@ -241,7 +241,7 @@ void WorldSession::HandleOpenItemOpcode(WorldPacket& recvPacket)
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}
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}
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if(pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))// wrapped?
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if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED))// wrapped?
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{
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QueryResult *result = CharacterDatabase.PQuery("SELECT entry, flags FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
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if (result)
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