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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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@@ -2738,8 +2738,7 @@ void Spell::EffectCreateItem2(uint32 i)
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return;
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// create some random items
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if(!((Player*)m_caster)->AutoStoreLootItem(m_spellInfo->Id,LootTemplates_Spell))
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player->SendEquipError( msg, NULL, NULL );
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((Player*)m_caster)->AutoStoreLootItem(m_spellInfo->Id,LootTemplates_Spell);
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return;
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}
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DoCreateItem(i,m_spellInfo->EffectItemType[i]);
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