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-rw-r--r--src/server/game/Entities/Player/Player.cpp34
1 files changed, 31 insertions, 3 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index 073fadde314..c232a7a936c 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -10732,7 +10732,7 @@ InventoryResult Player::CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec &des
{
if (no_space_count)
*no_space_count = count;
- return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
+ return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
}
if (pItem)
@@ -11487,8 +11487,36 @@ InventoryResult Player::CanEquipItem(uint8 slot, uint16 &dest, Item* pItem, bool
if (!swap && GetItemByPos(INVENTORY_SLOT_BAG_0, eslot))
return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
- // if swap ignore item (equipped also)
- InventoryResult res2 = CanEquipUniqueItem(pItem, swap ? eslot : uint8(NULL_SLOT));
+ // if we are swapping 2 equiped items, CanEquipUniqueItem check
+ // should ignore the item we are trying to swap, and not the
+ // destination item. CanEquipUniqueItem should ignore destination
+ // item only when we are swapping weapon from bag
+ uint8 ignore;
+ switch (eslot)
+ {
+ case EQUIPMENT_SLOT_MAINHAND:
+ ignore = EQUIPMENT_SLOT_OFFHAND;
+ break;
+ case EQUIPMENT_SLOT_OFFHAND:
+ ignore = EQUIPMENT_SLOT_MAINHAND;
+ break;
+ case EQUIPMENT_SLOT_FINGER1:
+ ignore = EQUIPMENT_SLOT_FINGER2;
+ break;
+ case EQUIPMENT_SLOT_FINGER2:
+ ignore = EQUIPMENT_SLOT_FINGER1;
+ break;
+ case EQUIPMENT_SLOT_TRINKET1:
+ ignore = EQUIPMENT_SLOT_TRINKET2;
+ break;
+ case EQUIPMENT_SLOT_TRINKET2:
+ ignore = EQUIPMENT_SLOT_TRINKET1;
+ break;
+ }
+ if (pItem != GetItemByPos(INVENTORY_SLOT_BAG_0, ignore))
+ ignore = eslot;
+
+ InventoryResult res2 = CanEquipUniqueItem(pItem, swap ? ignore : uint8(NULL_SLOT));
if (res2 != EQUIP_ERR_OK)
return res2;