Core/AuctionHouse: After taking a break at the start of patch 8.3 auction house is now back in business.
Port From (https://github.com/TrinityCore/TrinityCore/commit/aced88b09bd918b0ed17b6c5e8a6048788600d9d)
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@@ -788,6 +788,29 @@ namespace Game
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// Place character in world (and load zone) before some object loading
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pCurrChar.LoadCorpse(holder.GetResult(PlayerLoginQueryLoad.CorpseLocation));
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stmt = DB.Characters.GetPreparedStatement(CharStatements.SEL_CHARACTER_FAVORITE_AUCTIONS);
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stmt.AddValue(0, pCurrChar.GetGUID().GetCounter());
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GetQueryProcessor().AddCallback(DB.Characters.AsyncQuery(stmt)).WithCallback(favoriteAuctionResult =>
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{
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AuctionFavoriteItems favoriteItems = new AuctionFavoriteItems();
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if (!favoriteAuctionResult.IsEmpty())
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{
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do
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{
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AuctionFavoriteInfo item = new AuctionFavoriteInfo();
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item.Order = favoriteAuctionResult.Read<uint>(0);
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item.ItemID = favoriteAuctionResult.Read<uint>(1);
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item.ItemLevel = favoriteAuctionResult.Read<uint>(2);
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item.BattlePetSpeciesID = favoriteAuctionResult.Read<uint>(3);
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item.SuffixItemNameDescriptionID = favoriteAuctionResult.Read<uint>(4);
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favoriteItems.Items.Add(item);
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} while (favoriteAuctionResult.NextRow());
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}
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SendPacket(favoriteItems);
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});
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// setting Ghost+speed if dead
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if (pCurrChar.GetDeathState() != DeathState.Alive)
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{
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