Core/Items: Add ItemContext param to Item::Create function
Port From (https://github.com/TrinityCore/TrinityCore/commit/0a2d9ad2f7673e2b7ee62b7cc6f1a19639d37864)
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@@ -1269,7 +1269,7 @@ namespace Game.Groups
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List<ItemPosCount> dest = new List<ItemPosCount>();
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InventoryResult msg = player.CanStoreNewItem(ItemConst.NullBag, ItemConst.NullSlot, dest, roll.itemid, item.count);
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if (msg == InventoryResult.Ok)
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player.AutoStoreLoot(disenchant.Id, LootStorage.Disenchant, true);
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player.AutoStoreLoot(disenchant.Id, LootStorage.Disenchant, ItemContext.None, true);
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else // If the player's inventory is full, send the disenchant result in a mail.
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{
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Loot loot = new Loot();
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@@ -1280,7 +1280,7 @@ namespace Game.Groups
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{
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LootItem lootItem = loot.LootItemInSlot(i, player);
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player.SendEquipError(msg, null, null, lootItem.itemid);
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player.SendItemRetrievalMail(lootItem.itemid, lootItem.count);
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player.SendItemRetrievalMail(lootItem.itemid, lootItem.count, lootItem.context);
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}
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}
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}
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