Core/Player: partial revert of m_items handling as it's cause of a exploit
Port From (https://github.com/TrinityCore/TrinityCore/commit/3d1da4957cd7ee3320eed089ad213af09050ade1)
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@@ -295,7 +295,7 @@ namespace Game.Entities
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{
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ItemTemplate proto = item.GetTemplate();
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WeaponAttackType attType = GetAttackBySlot(slot, proto.GetInventoryType());
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if (attType == WeaponAttackType.Max)
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if (!IsInFeralForm() && apply && !CanUseAttackType(attType))
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return;
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float damage = 0.0f;
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