Core/Pets: Adjust pet slot saving logic after constant changes
Port From (https://github.com/TrinityCore/TrinityCore/commit/fd9eb28322fd75e94fcf5093aaf54bee145edfe8)
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@@ -457,12 +457,12 @@ namespace Game.Entities
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trans.Append(stmt);
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// prevent existence another hunter pet in PET_SAVE_AS_CURRENT and PET_SAVE_NOT_IN_SLOT
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if (GetPetType() == PetType.Hunter && (mode == PetSaveMode.AsCurrent || mode > PetSaveMode.LastStableSlot))
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if (GetPetType() == PetType.Hunter && (mode == PetSaveMode.AsCurrent || mode == PetSaveMode.LastStableSlot))
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{
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stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_CHAR_PET_BY_SLOT);
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stmt.AddValue(0, ownerLowGUID);
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stmt.AddValue(1, (byte)PetSaveMode.AsCurrent);
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stmt.AddValue(2, (byte)PetSaveMode.LastStableSlot);
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stmt.AddValue(1, (short)mode);
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stmt.AddValue(2, (short)PetSaveMode.NotInSlot);
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trans.Append(stmt);
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}
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