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path: root/src/server/game/Handlers/ItemHandler.cpp
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-rw-r--r--src/server/game/Handlers/ItemHandler.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Handlers/ItemHandler.cpp b/src/server/game/Handlers/ItemHandler.cpp
index 4e7c154ceed..e166d69ac48 100644
--- a/src/server/game/Handlers/ItemHandler.cpp
+++ b/src/server/game/Handlers/ItemHandler.cpp
@@ -305,7 +305,7 @@ void WorldSession::HandleAutoEquipItemOpcode(WorldPackets::Item::AutoEquipItem&
// if inventory item was moved, check if we can remove dependent auras, because they were not removed in Player::RemoveItem (update was set to false)
// do this after swaps are done, we pass nullptr because both weapons could be swapped and none of them should be ignored
- if ((autoEquipItem.PackSlot == INVENTORY_SLOT_BAG_0 && autoEquipItem.Slot < INVENTORY_SLOT_BAG_END) || (dstbag == INVENTORY_SLOT_BAG_0 && dstslot < INVENTORY_SLOT_BAG_END))
+ if ((autoEquipItem.PackSlot == INVENTORY_SLOT_BAG_0 && autoEquipItem.Slot < REAGENT_BAG_SLOT_END) || (dstbag == INVENTORY_SLOT_BAG_0 && dstslot < REAGENT_BAG_SLOT_END))
_player->ApplyItemDependentAuras((Item*)nullptr, false);
}
}