Fixes character loading error.
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@@ -173,10 +173,10 @@ namespace Game.Network.Packets
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if (atLoginFlags.HasAnyFlag(AtLoginFlags.Rename))
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if (atLoginFlags.HasAnyFlag(AtLoginFlags.Rename))
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Flags |= CharacterFlags.Rename;
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Flags |= CharacterFlags.Rename;
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if (fields.Read<uint>(23) != 0)
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if (fields.Read<uint>(26) != 0)
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Flags |= CharacterFlags.LockedByBilling;
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Flags |= CharacterFlags.LockedByBilling;
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if (WorldConfig.GetBoolValue(WorldCfg.DeclinedNamesUsed) && !string.IsNullOrEmpty(fields.Read<string>(26)))
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if (WorldConfig.GetBoolValue(WorldCfg.DeclinedNamesUsed) && !string.IsNullOrEmpty(fields.Read<string>(30)))
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Flags |= CharacterFlags.Declined;
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Flags |= CharacterFlags.Declined;
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if (atLoginFlags.HasAnyFlag(AtLoginFlags.Customize))
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if (atLoginFlags.HasAnyFlag(AtLoginFlags.Customize))
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@@ -210,6 +210,10 @@ namespace Game.Network.Packets
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ListPosition = fields.Read<byte>(27);
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ListPosition = fields.Read<byte>(27);
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LastPlayedTime = fields.Read<uint>(28);
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LastPlayedTime = fields.Read<uint>(28);
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var spec = Global.DB2Mgr.GetChrSpecializationByIndex(ClassId, fields.Read<byte>(29));
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if (spec != null)
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SpecID = (ushort)spec.Id;
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for (byte slot = 0; slot < InventorySlots.BagEnd; ++slot)
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for (byte slot = 0; slot < InventorySlots.BagEnd; ++slot)
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{
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{
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VisualItems[slot].InventoryType = (byte)equipment.NextUInt32();
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VisualItems[slot].InventoryType = (byte)equipment.NextUInt32();
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