Fix build
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@@ -192,7 +192,7 @@ namespace Game.Loots
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LootItem generatedLoot = new(item);
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generatedLoot.context = _itemContext;
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generatedLoot.count = (byte)Math.Min(count, proto.GetMaxStackSize());
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generatedLoot.itemIndex = lootItems.Count;
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generatedLoot.itemIndex = (uint)lootItems.Count;
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if (_itemContext != 0)
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{
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List<uint> bonusListIDs = Global.DB2Mgr.GetDefaultItemBonusTree(generatedLoot.itemid, _itemContext);
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@@ -1434,7 +1434,7 @@ namespace Game.Entities
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Log.outInfo(LogFilter.ServerLoading, "Loaded {0} spell proc conditions and data in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime));
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}
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else
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Log.outInfo(LogFilter.ServerLoading, ">> Loaded 0 spell proc conditions and data. DB table `spell_proc` is empty.");
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Log.outInfo(LogFilter.ServerLoading, "Loaded 0 spell proc conditions and data. DB table `spell_proc` is empty.");
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// This generates default procs to retain compatibility with previous proc system
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Log.outInfo(LogFilter.ServerLoading, "Generating spell proc data from SpellMap...");
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