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Core/Loot: fix issue that prevented players from rolling for an unique-category item while an equipped item shares the same unique-category.
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@@ -1022,7 +1022,7 @@ bool CanRollOnItem(const LootItem& item, Player const* player)
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return false;
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uint32 itemCount = player->GetItemCount(item.itemid);
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if ((proto->MaxCount > 0 && static_cast<int32>(itemCount) >= proto->MaxCount) || (player->CanEquipUniqueItem(proto) != EQUIP_ERR_OK))
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if (proto->MaxCount > 0 && static_cast<int32>(itemCount) >= proto->MaxCount)
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return false;
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if (!item.AllowedForPlayer(player))
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