Core/Loot: Added loot slot check to Loot::LootItemInSlot (client sent-value)
Port From (https://github.com/TrinityCore/TrinityCore/commit/2eea58f26e8fe88f3294dca3d4a38d6a20d68e07)
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@@ -1905,7 +1905,7 @@ namespace Game.Entities
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}
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}
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else if (playerClass == Class.DemonHunter)
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else if (playerClass == Class.DemonHunter)
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startLevel = Math.Max(WorldConfig.GetUIntValue(WorldCfg.StartDemonHunterPlayerLevel), startLevel);
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startLevel = Math.Max(WorldConfig.GetUIntValue(WorldCfg.StartDemonHunterPlayerLevel), startLevel);
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else if (playerClass == CLASS_EVOKER)
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else if (playerClass == Class.Evoker)
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startLevel = Math.Max(WorldConfig.GetUIntValue(WorldCfg.StartEvokerPlayerLevel), startLevel);
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startLevel = Math.Max(WorldConfig.GetUIntValue(WorldCfg.StartEvokerPlayerLevel), startLevel);
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if (characterTemplateId.HasValue)
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if (characterTemplateId.HasValue)
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@@ -956,10 +956,14 @@ namespace Game.Loots
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{
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{
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return LootItemInSlot(lootSlot, player, out _);
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return LootItemInSlot(lootSlot, player, out _);
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}
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}
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public LootItem LootItemInSlot(uint lootListId, Player player, out NotNormalLootItem ffaItem)
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public LootItem LootItemInSlot(uint lootListId, Player player, out NotNormalLootItem ffaItem)
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{
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{
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ffaItem = null;
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ffaItem = null;
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if (lootListId >= items.Count)
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return null;
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LootItem item = items[(int)lootListId];
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LootItem item = items[(int)lootListId];
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bool is_looted = item.is_looted;
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bool is_looted = item.is_looted;
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