Core/Creatures: Allow profession tools to be used as equipment
Port From (https://github.com/TrinityCore/TrinityCore/commit/2238844f567b63de1edd394b654b62ac4ddeb666)
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@@ -2481,18 +2481,9 @@ namespace Game
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continue;
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}
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if (dbcItem.inventoryType != InventoryType.Weapon &&
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dbcItem.inventoryType != InventoryType.Shield &&
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dbcItem.inventoryType != InventoryType.Ranged &&
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dbcItem.inventoryType != InventoryType.Weapon2Hand &&
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dbcItem.inventoryType != InventoryType.WeaponMainhand &&
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dbcItem.inventoryType != InventoryType.WeaponOffhand &&
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dbcItem.inventoryType != InventoryType.Holdable &&
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dbcItem.inventoryType != InventoryType.Thrown &&
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dbcItem.inventoryType != InventoryType.RangedRight)
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if (ItemConst.InventoryTypesEquipable.All(inventoryType => inventoryType != dbcItem.inventoryType))
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{
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Log.outError(LogFilter.Sql, "Item (ID {0}) in creature_equip_template.ItemID{1} for CreatureID = {2} is not equipable in a hand, forced to 0.",
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equipmentInfo.Items[i].ItemId, i + 1, entry);
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Log.outError(LogFilter.Sql, $"Item (ID {equipmentInfo.Items[i].ItemId}) in creature_equip_template.ItemID{i + 1} for CreatureID = {entry} is not equipable in a hand, forced to 0.");
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equipmentInfo.Items[i].ItemId = 0;
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}
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}
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