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path: root/src/server/game/Handlers/CharacterHandler.cpp
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Diffstat (limited to 'src/server/game/Handlers/CharacterHandler.cpp')
-rw-r--r--src/server/game/Handlers/CharacterHandler.cpp9
1 files changed, 7 insertions, 2 deletions
diff --git a/src/server/game/Handlers/CharacterHandler.cpp b/src/server/game/Handlers/CharacterHandler.cpp
index c5b05a72c67..da13796817d 100644
--- a/src/server/game/Handlers/CharacterHandler.cpp
+++ b/src/server/game/Handlers/CharacterHandler.cpp
@@ -1553,13 +1553,16 @@ void WorldSession::HandleEquipmentSetSave(WorldPacket& recvData)
eqSet.IconName = iconName;
eqSet.state = EQUIPMENT_SET_NEW;
+ ObjectGuid ignoredItemGuid;
+ ignoredItemGuid.SetRawValue(0, 1);
+
for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
ObjectGuid itemGuid;
recvData >> itemGuid.ReadAsPacked();
// equipment manager sends "1" (as raw GUID) for slots set to "ignore" (don't touch slot at equip set)
- if (itemGuid == ObjectGuid(uint64(0), uint64(1)))
+ if (itemGuid == ignoredItemGuid)
{
// ignored slots saved as bit mask because we have no free special values for Items[i]
eqSet.IgnoreMask |= 1 << i;
@@ -1594,6 +1597,8 @@ void WorldSession::HandleEquipmentSetUse(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "CMSG_EQUIPMENT_SET_USE");
+ ObjectGuid ignoredItemGuid;
+ ignoredItemGuid.SetRawValue(0, 1);
for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
ObjectGuid itemGuid;
@@ -1605,7 +1610,7 @@ void WorldSession::HandleEquipmentSetUse(WorldPacket& recvData)
TC_LOG_DEBUG("entities.player.items", "%s: srcbag %u, srcslot %u", itemGuid.ToString().c_str(), srcbag, srcslot);
// check if item slot is set to "ignored" (raw value == 1), must not be unequipped then
- if (itemGuid == ObjectGuid(uint64(0), uint64(1)))
+ if (itemGuid == ignoredItemGuid)
continue;
// Only equip weapons in combat