Core/Spells: Fix missing "Inventory is full" with spells that create more than 1 item
Port From (https://github.com/TrinityCore/TrinityCore/commit/4e0da6f7d12bdbf9a333901f58903757d236c59f)
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@@ -6165,7 +6165,7 @@ namespace Game.Spells
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if (spellEffectInfo.ItemType != 0)
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{
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List<ItemPosCount> dest = new();
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InventoryResult msg = target.ToPlayer().CanStoreNewItem(ItemConst.NullBag, ItemConst.NullSlot, dest, spellEffectInfo.ItemType, 1);
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InventoryResult msg = target.ToPlayer().CanStoreNewItem(ItemConst.NullBag, ItemConst.NullSlot, dest, spellEffectInfo.ItemType, spellEffectInfo.CalcValue());
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if (msg != InventoryResult.Ok)
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{
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ItemTemplate itemTemplate = Global.ObjectMgr.GetItemTemplate(spellEffectInfo.ItemType);
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