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Now correct patch version: Use spell_loot_table for item creating in case SPELL_EFFECT_CREATE_ITEM_2 (157) and itemType==0. Author: VladimirMangos
--HG-- branch : trunk
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@@ -20232,7 +20232,7 @@ void Player::InitRunes()
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SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);
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}
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bool Player::AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store)
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void Player::AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store)
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{
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Loot loot;
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loot.FillLoot (loot_id,store,this);
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@@ -20247,10 +20247,12 @@ bool Player::AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore
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if( msg != EQUIP_ERR_OK && bag != NULL_BAG)
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msg = CanStoreNewItem( NULL_BAG, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
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if(msg != EQUIP_ERR_OK)
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return;
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if(Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId))
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SendNewItem(pItem, lootItem->count, true, true);
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{
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SendEquipError( msg, NULL, NULL );
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return
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}
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Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId);
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SendNewItem(pItem, lootItem->count, true, false);
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}
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uint32 Player::CalculateTalentsPoints() const
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