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authorleak <leakzx@googlemail.com>2011-01-25 18:42:17 +0100
committerleak <leakzx@googlemail.com>2011-01-25 18:42:17 +0100
commit180b739483a0cf7f55342effa9c205e2365029f5 (patch)
tree67ef5acf9c2c0ce04588f7421c6b45573e339c1e /src/server/game
parentffdeeb3195bf86686398885765f6551deb0acd2e (diff)
Core/Entities: Avoid unique key violations during character inventory saving
(It only works "<Machiavelli> because I saideth so")
Diffstat (limited to 'src/server/game')
-rwxr-xr-xsrc/server/game/Entities/Player/Player.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index f0579e67523..aa9d2bf9446 100755
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -18357,7 +18357,7 @@ void Player::_SaveInventory(SQLTransaction& trans)
{
case ITEM_NEW:
case ITEM_CHANGED:
- stmt = CharacterDatabase.GetPreparedStatement(item->GetState() == ITEM_NEW ? CHAR_ADD_INVENTORY_ITEM : CHAR_UPDATE_INVENTORY_ITEM);
+ stmt = CharacterDatabase.GetPreparedStatement(item->GetState() == ITEM_NEW ? CHAR_ADD_INVENTORY_ITEM : CHAR_REP_INVENTORY_ITEM);
stmt->setUInt32(0, lowGuid);
stmt->setUInt32(1, bag_guid);
stmt->setUInt8 (2, item->GetSlot());