Core: SOme code cleanup, more to follow.
This commit is contained in:
@@ -84,7 +84,7 @@ namespace Game.Entities
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if (count != 0 && itemid != 0)
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{
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List<ItemPosCount> dest = new List<ItemPosCount>();
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List<ItemPosCount> dest = new();
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InventoryResult msg = CanStoreNewItem(ItemConst.NullBag, ItemConst.NullSlot, dest, itemid, count);
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if (msg != InventoryResult.Ok)
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{
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@@ -105,7 +105,7 @@ namespace Game.Entities
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ulong moneyRefund = item.GetPaidMoney(); // item. will be invalidated in DestroyItem
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// Save all relevant data to DB to prevent desynchronisation exploits
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SQLTransaction trans = new SQLTransaction();
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SQLTransaction trans = new();
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// Delete any references to the refund data
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item.SetNotRefundable(this, true, trans, false);
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@@ -121,7 +121,7 @@ namespace Game.Entities
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uint itemid = iece.ItemID[i];
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if (count != 0 && itemid != 0)
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{
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List<ItemPosCount> dest = new List<ItemPosCount>();
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List<ItemPosCount> dest = new();
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InventoryResult msg = CanStoreNewItem(ItemConst.NullBag, ItemConst.NullSlot, dest, itemid, count);
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Cypher.Assert(msg == InventoryResult.Ok); // Already checked before
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Item it = StoreNewItem(dest, itemid, true);
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@@ -173,7 +173,7 @@ namespace Game.Entities
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Log.outDebug(LogFilter.Player, "Item refund: cannot find extendedcost data.");
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return;
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}
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SetItemPurchaseData setItemPurchaseData = new SetItemPurchaseData();
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SetItemPurchaseData setItemPurchaseData = new();
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setItemPurchaseData.ItemGUID = item.GetGUID();
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setItemPurchaseData.PurchaseTime = GetTotalPlayedTime() - item.GetPlayedTime();
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setItemPurchaseData.Contents.Money = item.GetPaidMoney();
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@@ -197,7 +197,7 @@ namespace Game.Entities
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}
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public void SendItemRefundResult(Item item, ItemExtendedCostRecord iece, byte error)
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{
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ItemPurchaseRefundResult itemPurchaseRefundResult = new ItemPurchaseRefundResult();
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ItemPurchaseRefundResult itemPurchaseRefundResult = new();
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itemPurchaseRefundResult.ItemGUID = item.GetGUID();
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itemPurchaseRefundResult.Result = error;
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if (error == 0)
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@@ -1246,7 +1246,7 @@ namespace Game.Entities
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return true; // equipped
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// attempt store
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List<ItemPosCount> sDest = new List<ItemPosCount>();
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List<ItemPosCount> sDest = new();
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// store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
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msg = CanStoreNewItem(InventorySlots.Bag0, ItemConst.NullSlot, sDest, titem_id, titem_amount);
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if (msg == InventoryResult.Ok)
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@@ -1288,7 +1288,7 @@ namespace Game.Entities
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AddTradeableItem(item);
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// save data
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StringBuilder ss = new StringBuilder();
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StringBuilder ss = new();
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foreach (var guid in allowedLooters)
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ss.AppendFormat("{0} ", guid);
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@@ -1307,7 +1307,7 @@ namespace Game.Entities
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ItemTemplate childTemplate = Global.ObjectMgr.GetItemTemplate(childItemEntry.ChildItemID);
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if (childTemplate != null)
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{
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List<ItemPosCount> childDest = new List<ItemPosCount>();
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List<ItemPosCount> childDest = new();
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CanStoreItem_InInventorySlots(InventorySlots.ChildEquipmentStart, InventorySlots.ChildEquipmentEnd, childDest, childTemplate, ref count, false, null, ItemConst.NullBag, ItemConst.NullSlot);
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Item childItem = StoreNewItem(childDest, childTemplate.GetId(), update, 0, null, context, null, addToCollection);
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if (childItem)
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@@ -1645,7 +1645,7 @@ namespace Game.Entities
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GetSpellHistory().AddGlobalCooldown(spellProto, m_weaponChangeTimer);
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SpellCooldownPkt spellCooldown = new SpellCooldownPkt();
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SpellCooldownPkt spellCooldown = new();
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spellCooldown.Caster = GetGUID();
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spellCooldown.Flags = SpellCooldownFlags.IncludeGCD;
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spellCooldown.SpellCooldowns.Add(new SpellCooldownStruct(cooldownSpell, 0));
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@@ -1746,7 +1746,7 @@ namespace Game.Entities
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}
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// check dest.src move possibility but try to store currently equipped item in the bag where the parent item is
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List<ItemPosCount> sSrc = new List<ItemPosCount>();
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List<ItemPosCount> sSrc = new();
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ushort eSrc = 0;
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if (IsInventoryPos(parentBag, parentSlot))
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{
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@@ -1804,7 +1804,7 @@ namespace Game.Entities
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if (IsChildEquipmentPos(childItem.GetPos()))
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return;
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List<ItemPosCount> dest = new List<ItemPosCount>();
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List<ItemPosCount> dest = new();
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uint count = childItem.GetCount();
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InventoryResult result = CanStoreItem_InInventorySlots(InventorySlots.ChildEquipmentStart, InventorySlots.ChildEquipmentEnd, dest, childItem.GetTemplate(), ref count, false, childItem, ItemConst.NullBag, ItemConst.NullSlot);
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if (result != InventoryResult.Ok)
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@@ -1842,7 +1842,7 @@ namespace Game.Entities
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}
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public void SendEquipError(InventoryResult msg, Item item1 = null, Item item2 = null, uint itemId = 0)
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{
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InventoryChangeFailure failure = new InventoryChangeFailure();
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InventoryChangeFailure failure = new();
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failure.BagResult = msg;
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if (msg != InventoryResult.Ok)
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@@ -1890,7 +1890,7 @@ namespace Game.Entities
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public bool AddItem(uint itemId, uint count)
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{
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uint noSpaceForCount;
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List<ItemPosCount> dest = new List<ItemPosCount>();
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List<ItemPosCount> dest = new();
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InventoryResult msg = CanStoreNewItem(ItemConst.NullBag, ItemConst.NullSlot, dest, itemId, count, out noSpaceForCount);
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if (msg != InventoryResult.Ok)
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count -= noSpaceForCount;
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@@ -2037,7 +2037,7 @@ namespace Game.Entities
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// change item amount before check (for unique max count check)
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pSrcItem.SetCount(pSrcItem.GetCount() - count);
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List<ItemPosCount> dest = new List<ItemPosCount>();
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List<ItemPosCount> dest = new();
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InventoryResult msg = CanStoreItem(dstbag, dstslot, dest, pNewItem, false);
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if (msg != InventoryResult.Ok)
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{
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@@ -2056,7 +2056,7 @@ namespace Game.Entities
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// change item amount before check (for unique max count check)
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pSrcItem.SetCount(pSrcItem.GetCount() - count);
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List<ItemPosCount> dest = new List<ItemPosCount>();
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List<ItemPosCount> dest = new();
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InventoryResult msg = CanBankItem(dstbag, dstslot, dest, pNewItem, false);
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if (msg != InventoryResult.Ok)
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{
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@@ -2194,7 +2194,7 @@ namespace Game.Entities
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{
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if (IsInventoryPos(dst))
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{
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List<ItemPosCount> dest = new List<ItemPosCount>();
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List<ItemPosCount> dest = new();
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InventoryResult msg = CanStoreItem(dstbag, dstslot, dest, pSrcItem, false);
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if (msg != InventoryResult.Ok)
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{
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@@ -2209,7 +2209,7 @@ namespace Game.Entities
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}
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else if (IsBankPos(dst))
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{
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List<ItemPosCount> dest = new List<ItemPosCount>();
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List<ItemPosCount> dest = new();
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InventoryResult msg = CanBankItem(dstbag, dstslot, dest, pSrcItem, false);
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if (msg != InventoryResult.Ok)
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{
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@@ -2243,7 +2243,7 @@ namespace Game.Entities
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if (!pSrcItem.IsBag() && !pDstItem.IsBag())
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{
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InventoryResult msg;
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List<ItemPosCount> sDest = new List<ItemPosCount>();
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List<ItemPosCount> sDest = new();
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ushort eDest = 0;
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if (IsInventoryPos(dst))
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msg = CanStoreItem(dstbag, dstslot, sDest, pSrcItem, false);
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@@ -2298,7 +2298,7 @@ namespace Game.Entities
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InventoryResult _msg = InventoryResult.Ok;
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// check src.dest move possibility
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List<ItemPosCount> _sDest = new List<ItemPosCount>();
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List<ItemPosCount> _sDest = new();
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ushort _eDest = 0;
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if (IsInventoryPos(dst))
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_msg = CanStoreItem(dstbag, dstslot, _sDest, pSrcItem, true);
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@@ -2318,7 +2318,7 @@ namespace Game.Entities
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}
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// check dest.src move possibility
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List<ItemPosCount> sDest2 = new List<ItemPosCount>();
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List<ItemPosCount> sDest2 = new();
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ushort eDest2 = 0;
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if (IsInventoryPos(src))
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_msg = CanStoreItem(srcbag, srcslot, sDest2, pDstItem, true);
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@@ -2482,7 +2482,7 @@ namespace Game.Entities
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bool _StoreOrEquipNewItem(uint vendorslot, uint item, byte count, byte bag, byte slot, long price, ItemTemplate pProto, Creature pVendor, VendorItem crItem, bool bStore)
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{
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uint stacks = count / pProto.GetBuyCount();
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List<ItemPosCount> vDest = new List<ItemPosCount>();
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List<ItemPosCount> vDest = new();
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ushort uiDest = 0;
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InventoryResult msg = bStore ? CanStoreNewItem(bag, slot, vDest, item, count) : CanEquipNewItem(slot, out uiDest, item, false);
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if (msg != InventoryResult.Ok)
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@@ -2517,7 +2517,7 @@ namespace Game.Entities
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{
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uint new_count = pVendor.UpdateVendorItemCurrentCount(crItem, count);
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BuySucceeded packet = new BuySucceeded();
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BuySucceeded packet = new();
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packet.VendorGUID = pVendor.GetGUID();
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packet.Muid = vendorslot + 1;
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packet.NewQuantity = crItem.maxcount > 0 ? new_count : 0xFFFFFFFF;
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@@ -2548,7 +2548,7 @@ namespace Game.Entities
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if (item == null) // prevent crash
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return;
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ItemPushResult packet = new ItemPushResult();
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ItemPushResult packet = new();
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packet.PlayerGUID = GetGUID();
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@@ -2951,7 +2951,7 @@ namespace Game.Entities
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}
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public List<Item> GetItemListByEntry(uint entry, bool inBankAlso = false)
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{
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List<Item> itemList = new List<Item>();
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List<Item> itemList = new();
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int inventoryEnd = InventorySlots.ItemStart + GetInventorySlotCount();
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for (byte i = InventorySlots.ItemStart; i < inventoryEnd; ++i)
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@@ -3880,9 +3880,9 @@ namespace Game.Entities
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public void SendItemRetrievalMail(uint itemEntry, uint count, ItemContext context)
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{
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MailSender sender = new MailSender(MailMessageType.Creature, 34337);
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MailDraft draft = new MailDraft("Recovered Item", "We recovered a lost item in the twisting nether and noted that it was yours.$B$BPlease find said object enclosed."); // This is the text used in Cataclysm, it probably wasn't changed.
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SQLTransaction trans = new SQLTransaction();
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MailSender sender = new(MailMessageType.Creature, 34337);
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MailDraft draft = new("Recovered Item", "We recovered a lost item in the twisting nether and noted that it was yours.$B$BPlease find said object enclosed."); // This is the text used in Cataclysm, it probably wasn't changed.
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SQLTransaction trans = new();
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Item item = Item.CreateItem(itemEntry, count, context, null);
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if (item)
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@@ -4354,7 +4354,7 @@ namespace Game.Entities
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GetSpellHistory().AddCooldown((uint)effectData.SpellID, pItem.GetEntry(), TimeSpan.FromSeconds(30));
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ItemCooldown data = new ItemCooldown();
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ItemCooldown data = new();
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data.ItemGuid = pItem.GetGUID();
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data.SpellID = (uint)effectData.SpellID;
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data.Cooldown = 30 * Time.InMilliseconds; //Always 30secs?
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@@ -4563,7 +4563,7 @@ namespace Game.Entities
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if (need_space > count)
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need_space = count;
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ItemPosCount newPosition = new ItemPosCount((ushort)(InventorySlots.Bag0 << 8 | j), need_space);
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ItemPosCount newPosition = new((ushort)(InventorySlots.Bag0 << 8 | j), need_space);
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if (!newPosition.IsContainedIn(dest))
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{
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dest.Add(newPosition);
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@@ -4641,7 +4641,7 @@ namespace Game.Entities
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if (need_space > count)
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need_space = count;
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ItemPosCount newPosition = new ItemPosCount((ushort)(bag << 8 | slot), need_space);
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ItemPosCount newPosition = new((ushort)(bag << 8 | slot), need_space);
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if (!newPosition.IsContainedIn(dest))
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{
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dest.Add(newPosition);
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@@ -4981,7 +4981,7 @@ namespace Game.Entities
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if (need_space > count)
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need_space = count;
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ItemPosCount newPosition = new ItemPosCount((ushort)(bag << 8 | j), need_space);
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ItemPosCount newPosition = new((ushort)(bag << 8 | j), need_space);
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if (!newPosition.IsContainedIn(dest))
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{
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dest.Add(newPosition);
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@@ -5281,7 +5281,7 @@ namespace Game.Entities
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{
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// offhand item must can be stored in inventory for offhand item and it also must be unequipped
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Item offItem = GetItemByPos(InventorySlots.Bag0, EquipmentSlot.OffHand);
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List<ItemPosCount> off_dest = new List<ItemPosCount>();
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List<ItemPosCount> off_dest = new();
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if (offItem != null && (!not_loading || CanUnequipItem(((int)InventorySlots.Bag0 << 8) | (int)EquipmentSlot.OffHand, false) != InventoryResult.Ok ||
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CanStoreItem(ItemConst.NullBag, ItemConst.NullSlot, off_dest, offItem, false) != InventoryResult.Ok))
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return swap ? InventoryResult.CantSwap : InventoryResult.InvFull;
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@@ -5314,7 +5314,7 @@ namespace Game.Entities
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// check dest.src move possibility
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ushort src = parentItem.GetPos();
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List<ItemPosCount> dest = new List<ItemPosCount>();
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List<ItemPosCount> dest = new();
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if (IsInventoryPos(src))
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{
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msg = CanStoreItem(parentItem.GetBagSlot(), ItemConst.NullSlot, dest, dstItem, true);
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@@ -5492,7 +5492,7 @@ namespace Game.Entities
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}
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else if (apply)
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{
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Dictionary<SpellValueMod, int> csv = new Dictionary<SpellValueMod, int>();
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Dictionary<SpellValueMod, int> csv = new();
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if (artifactPowerRank.AuraPointsOverride != 0)
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for (int i = 0; i < SpellConst.MaxEffects; ++i)
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if (spellInfo.GetEffect((uint)i) != null)
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@@ -5506,7 +5506,7 @@ namespace Game.Entities
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if (apply && !HasSpell(artifactPowerRank.SpellID))
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{
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AddTemporarySpell(artifactPowerRank.SpellID);
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LearnedSpells learnedSpells = new LearnedSpells();
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LearnedSpells learnedSpells = new();
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learnedSpells.SuppressMessaging = true;
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learnedSpells.SpellID.Add(artifactPowerRank.SpellID);
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SendPacket(learnedSpells);
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@@ -5514,7 +5514,7 @@ namespace Game.Entities
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else if (!apply)
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{
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RemoveTemporarySpell(artifactPowerRank.SpellID);
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UnlearnedSpells unlearnedSpells = new UnlearnedSpells();
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UnlearnedSpells unlearnedSpells = new();
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unlearnedSpells.SuppressMessaging = true;
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unlearnedSpells.SpellID.Add(artifactPowerRank.SpellID);
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SendPacket(unlearnedSpells);
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@@ -6151,7 +6151,7 @@ namespace Game.Entities
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public void AutoStoreLoot(uint loot_id, LootStore store, ItemContext context = 0, bool broadcast = false) { AutoStoreLoot(ItemConst.NullBag, ItemConst.NullSlot, loot_id, store, context, broadcast); }
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void AutoStoreLoot(byte bag, byte slot, uint loot_id, LootStore store, ItemContext context = 0, bool broadcast = false)
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{
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Loot loot = new Loot();
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Loot loot = new();
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loot.FillLoot(loot_id, store, this, true, false, LootModes.Default, context);
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uint max_slot = loot.GetMaxSlotInLootFor(this);
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@@ -6159,7 +6159,7 @@ namespace Game.Entities
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{
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LootItem lootItem = loot.LootItemInSlot(i, this);
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List<ItemPosCount> dest = new List<ItemPosCount>();
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List<ItemPosCount> dest = new();
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InventoryResult msg = CanStoreNewItem(bag, slot, dest, lootItem.itemid, lootItem.count);
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if (msg != InventoryResult.Ok && slot != ItemConst.NullSlot)
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msg = CanStoreNewItem(bag, ItemConst.NullSlot, dest, lootItem.itemid, lootItem.count);
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@@ -6183,7 +6183,7 @@ namespace Game.Entities
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if (slots < GetInventorySlotCount())
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{
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List<Item> unstorableItems = new List<Item>();
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List<Item> unstorableItems = new();
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for (byte slot = (byte)(InventorySlots.ItemStart + slots); slot < InventorySlots.ItemEnd; ++slot)
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{
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@@ -6196,11 +6196,11 @@ namespace Game.Entities
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{
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int fullBatches = unstorableItems.Count / SharedConst.MaxMailItems;
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int remainder = unstorableItems.Count % SharedConst.MaxMailItems;
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SQLTransaction trans = new SQLTransaction();
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SQLTransaction trans = new();
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var sendItemsBatch = new Action<int, int>((batchNumber, batchSize) =>
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{
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MailDraft draft = new MailDraft(Global.ObjectMgr.GetCypherString(CypherStrings.NotEquippedItem), "There were problems with equipping item(s).");
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MailDraft draft = new(Global.ObjectMgr.GetCypherString(CypherStrings.NotEquippedItem), "There were problems with equipping item(s).");
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for (int j = 0; j < batchSize; ++j)
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draft.AddItem(unstorableItems[batchNumber * SharedConst.MaxMailItems + j]);
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@@ -6257,7 +6257,7 @@ namespace Game.Entities
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return;
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}
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List<ItemPosCount> dest = new List<ItemPosCount>();
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List<ItemPosCount> dest = new();
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InventoryResult msg = CanStoreNewItem(ItemConst.NullBag, ItemConst.NullSlot, dest, item.itemid, item.count);
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if (msg == InventoryResult.Ok)
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{
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@@ -6365,7 +6365,7 @@ namespace Game.Entities
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public void SendLootRelease(ObjectGuid guid)
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{
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LootReleaseResponse packet = new LootReleaseResponse();
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LootReleaseResponse packet = new();
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packet.LootObj = guid;
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packet.Owner = GetGUID();
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SendPacket(packet);
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@@ -6747,7 +6747,7 @@ namespace Game.Entities
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if (!aeLooting)
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SetLootGUID(guid);
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LootResponse packet = new LootResponse();
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LootResponse packet = new();
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packet.Owner = guid;
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packet.LootObj = loot.GetGUID();
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packet.LootMethod = _lootMethod;
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@@ -6770,7 +6770,7 @@ namespace Game.Entities
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public void SendLootError(ObjectGuid lootObj, ObjectGuid owner, LootError error)
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{
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LootResponse packet = new LootResponse();
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LootResponse packet = new();
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packet.LootObj = lootObj;
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packet.Owner = owner;
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packet.Acquired = false;
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@@ -6780,14 +6780,14 @@ namespace Game.Entities
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||||
public void SendNotifyLootMoneyRemoved(ObjectGuid lootObj)
|
||||
{
|
||||
CoinRemoved packet = new CoinRemoved();
|
||||
CoinRemoved packet = new();
|
||||
packet.LootObj = lootObj;
|
||||
SendPacket(packet);
|
||||
}
|
||||
|
||||
public void SendNotifyLootItemRemoved(ObjectGuid lootObj, byte lootSlot)
|
||||
{
|
||||
LootRemoved packet = new LootRemoved();
|
||||
LootRemoved packet = new();
|
||||
packet.Owner = GetLootWorldObjectGUID(lootObj);
|
||||
packet.LootObj = lootObj;
|
||||
packet.LootListID = (byte)(lootSlot + 1);
|
||||
@@ -6796,7 +6796,7 @@ namespace Game.Entities
|
||||
|
||||
void SendEquipmentSetList()
|
||||
{
|
||||
LoadEquipmentSet data = new LoadEquipmentSet();
|
||||
LoadEquipmentSet data = new();
|
||||
|
||||
foreach (var pair in _equipmentSets)
|
||||
{
|
||||
@@ -6834,7 +6834,7 @@ namespace Game.Entities
|
||||
{
|
||||
eqSlot.Data.Guid = setGuid;
|
||||
|
||||
EquipmentSetID data = new EquipmentSetID();
|
||||
EquipmentSetID data = new();
|
||||
data.GUID = eqSlot.Data.Guid;
|
||||
data.Type = (int)eqSlot.Data.Type;
|
||||
data.SetID = eqSlot.Data.SetID;
|
||||
|
||||
Reference in New Issue
Block a user