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-rw-r--r--src/game/ItemHandler.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/game/ItemHandler.cpp b/src/game/ItemHandler.cpp
index a845ce29b50..cde9eb74443 100644
--- a/src/game/ItemHandler.cpp
+++ b/src/game/ItemHandler.cpp
@@ -357,7 +357,7 @@ void WorldSession::HandleItemQuerySingleOpcode( WorldPacket & recv_data )
}
data << pProto->ScalingStatDistribution; // scaling stats distribution
data << pProto->ScalingStatValue; // some kind of flags used to determine stat values column
- for(int i = 0; i < 5; ++i)
+ for(int i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i)
{
data << pProto->Damage[i].DamageMin;
data << pProto->Damage[i].DamageMax;
@@ -377,7 +377,7 @@ void WorldSession::HandleItemQuerySingleOpcode( WorldPacket & recv_data )
data << pProto->AmmoType;
data << pProto->RangedModRange;
- for(int s = 0; s < 5; s++)
+ for(int s = 0; s < MAX_ITEM_PROTO_SPELLS; ++s)
{
// send DBC data for cooldowns in same way as it used in Spell::SendSpellCooldown
// use `item_template` or if not set then only use spell cooldowns
@@ -431,7 +431,7 @@ void WorldSession::HandleItemQuerySingleOpcode( WorldPacket & recv_data )
data << pProto->Map; // Added in 1.12.x & 2.0.1 client branch
data << pProto->BagFamily;
data << pProto->TotemCategory;
- for(int s = 0; s < 3; s++)
+ for(int s = 0; s < MAX_ITEM_PROTO_SOCKETS; ++s)
{
data << pProto->Socket[s].Color;
data << pProto->Socket[s].Content;