Core/Loot: fix issue that prevented players from rolling for an unique-category item while an equipped item shares the same unique-category.
Port From (https://github.com/TrinityCore/TrinityCore/commit/5ca9f51033c92f29eb1bc915fcbf785773ed586c)
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@@ -973,7 +973,7 @@ namespace Game.Groups
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return false;
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return false;
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uint itemCount = player.GetItemCount(item.itemid);
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uint itemCount = player.GetItemCount(item.itemid);
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if ((proto.GetMaxCount() > 0 && itemCount >= proto.GetMaxCount()) || (player.CanEquipUniqueItem(proto) != InventoryResult.Ok))
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if (proto.GetMaxCount() > 0 && itemCount >= proto.GetMaxCount())
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return false;
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return false;
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if (!item.AllowedForPlayer(player))
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if (!item.AllowedForPlayer(player))
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