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[7234] Now correct patch version: Use spell_loot_table for item creating in case SPELL_EFFECT_CREATE_ITEM_2 (157) and itemType==0
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parent
e21941d558
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cb0ebde926
5 changed files with 12 additions and 10 deletions
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@ -19413,7 +19413,7 @@ void Player::InitRunes()
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SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);
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}
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bool Player::AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store)
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void Player::AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store)
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{
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Loot loot;
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loot.FillLoot (loot_id,store,this);
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@ -19428,10 +19428,13 @@ bool Player::AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore
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if( msg != EQUIP_ERR_OK && bag != NULL_BAG)
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msg = CanStoreNewItem( NULL_BAG, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
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if(msg != EQUIP_ERR_OK)
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{
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SendEquipError( msg, NULL, NULL );
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return;
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}
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if(Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId))
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SendNewItem(pItem, lootItem->count, true, true);
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Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId);
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SendNewItem(pItem, lootItem->count, true, false);
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}
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uint32 Player::CalculateTalentsPoints() const
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