Updated DB2 structs
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@@ -1476,7 +1476,7 @@ namespace Game.Entities
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if (Convert.ToBoolean(proto.GetFlags2() & ItemFlags2.FactionAlliance) && GetTeam() != Team.Alliance)
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return InventoryResult.CantEquipEver;
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if ((proto.GetAllowableClass() & getClassMask()) == 0 || (proto.GetAllowableRace() & getRaceMask()) == 0)
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if ((proto.GetAllowableClass() & getClassMask()) == 0 || (proto.GetAllowableRace() & (long)getRaceMask()) == 0)
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return InventoryResult.CantEquipEver;
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if (proto.GetRequiredSkill() != 0)
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@@ -3323,7 +3323,7 @@ namespace Game.Entities
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return InventoryResult.ItemNotFound;
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// Used by group, function GroupLoot, to know if a prototype can be used by a player
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if ((proto.GetAllowableClass() & getClassMask()) == 0 || (proto.GetAllowableRace() & getRaceMask()) == 0)
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if ((proto.GetAllowableClass() & getClassMask()) == 0 || (proto.GetAllowableRace() & (long)getRaceMask()) == 0)
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return InventoryResult.CantEquipEver;
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if (proto.GetRequiredSpell() != 0 && !HasSpell(proto.GetRequiredSpell()))
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@@ -6320,7 +6320,7 @@ namespace Game.Entities
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switch (loot_type)
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{
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case LootType.Disenchanting:
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loot.FillLoot(item.GetTemplate().DisenchantID, LootStorage.Disenchant, this, true);
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loot.FillLoot(item.GetDisenchantLoot(this).Id, LootStorage.Disenchant, this, true);
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break;
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case LootType.Prospecting:
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loot.FillLoot(item.GetEntry(), LootStorage.Prospecting, this, true);
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