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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.cpp19
1 files changed, 13 insertions, 6 deletions
diff --git a/src/server/game/Handlers/CharacterHandler.cpp b/src/server/game/Handlers/CharacterHandler.cpp
index 46cab0f63ad..1d92f1d2c0b 100644
--- a/src/server/game/Handlers/CharacterHandler.cpp
+++ b/src/server/game/Handlers/CharacterHandler.cpp
@@ -1488,6 +1488,13 @@ void WorldSession::HandleEquipmentSetSave(WorldPacket& recvData)
ObjectGuid itemGuid;
recvData >> itemGuid.ReadAsPacked();
+ // if client sends 0, it means empty slot
+ if (itemGuid.IsEmpty())
+ {
+ eqSet.Items[i] = 0;
+ continue;
+ }
+
// equipment manager sends "1" (as raw GUID) for slots set to "ignore" (don't touch slot at equip set)
if (itemGuid.GetRawValue() == 1)
{
@@ -1496,13 +1503,13 @@ void WorldSession::HandleEquipmentSetSave(WorldPacket& recvData)
continue;
}
+ // some cheating checks
Item* item = _player->GetItemByPos(INVENTORY_SLOT_BAG_0, i);
-
- if (!item && itemGuid) // cheating check 1
- return;
-
- if (item && item->GetGUID() != itemGuid) // cheating check 2
- return;
+ if (!item || item->GetGUID() != itemGuid)
+ {
+ eqSet.Items[i] = 0;
+ continue;
+ }
eqSet.Items[i] = itemGuid.GetCounter();
}