diff --git a/Source/Game/Entities/Player/Player.DB.cs b/Source/Game/Entities/Player/Player.DB.cs index 174c2242d..f8f410d1c 100644 --- a/Source/Game/Entities/Player/Player.DB.cs +++ b/Source/Game/Entities/Player/Player.DB.cs @@ -1446,9 +1446,6 @@ namespace Game.Entities eqSet.Data.Pieces[i] = ObjectGuid.Create(HighGuid.Item, guid); } - eqSet.Data.Appearances.Fill(0); - eqSet.Data.Enchants.Fill(0); - if (eqSet.Data.SetID >= ItemConst.MaxEquipmentSetIndex) // client limit continue; @@ -1478,12 +1475,11 @@ namespace Game.Entities eqSet.Data.SetIcon = result.Read(3); eqSet.Data.IgnoreMask = result.Read(4); eqSet.state = EquipmentSetUpdateState.Unchanged; - eqSet.Data.Pieces.Fill(ObjectGuid.Empty); for (int i = 0; i < EquipmentSlot.End; ++i) eqSet.Data.Appearances[i] = result.Read(5 + i); - for (int i = 0; i < eqSet.Data.Enchants.Count; ++i) + for (int i = 0; i < eqSet.Data.Enchants.Length; ++i) eqSet.Data.Enchants[i] = result.Read(24 + i); if (eqSet.Data.SetID >= ItemConst.MaxEquipmentSetIndex) // client limit @@ -2341,7 +2337,7 @@ namespace Game.Entities for (byte i = 0; i < EquipmentSlot.End; ++i) stmt.AddValue(j++, eqSet.Data.Appearances[i]); - for (int i = 0; i < eqSet.Data.Enchants.Count; ++i) + for (int i = 0; i < eqSet.Data.Enchants.Length; ++i) stmt.AddValue(j++, eqSet.Data.Enchants[i]); stmt.AddValue(j++, GetGUID().GetCounter()); @@ -2380,7 +2376,7 @@ namespace Game.Entities for (byte i = 0; i < EquipmentSlot.End; ++i) stmt.AddValue(j++, eqSet.Data.Appearances[i]); - for (int i = 0; i < eqSet.Data.Enchants.Count; ++i) + for (int i = 0; i < eqSet.Data.Enchants.Length; ++i) stmt.AddValue(j++, eqSet.Data.Enchants[i]); } trans.Append(stmt); diff --git a/Source/Game/Entities/Player/Player.Fields.cs b/Source/Game/Entities/Player/Player.Fields.cs index e4309fe9a..62bb99350 100644 --- a/Source/Game/Entities/Player/Player.Fields.cs +++ b/Source/Game/Entities/Player/Player.Fields.cs @@ -496,9 +496,9 @@ namespace Game.Entities public int AssignedSpecIndex = -1; // Index of character specialization that this set is automatically equipped for public string SetName = ""; public string SetIcon = ""; - public Array Pieces = new(EquipmentSlot.End); - public Array Appearances = new(EquipmentSlot.End); // ItemModifiedAppearanceID - public Array Enchants = new(2); // SpellItemEnchantmentID + public ObjectGuid[] Pieces = new ObjectGuid[EquipmentSlot.End]; + public int[] Appearances = new int[EquipmentSlot.End]; // ItemModifiedAppearanceID + public int[] Enchants = new int[2]; // SpellItemEnchantmentID public int Unknown901_1; public int Unknown901_2; }