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-rw-r--r--src/server/game/Entities/Player/Player.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index fbc40db790e..66162142fdc 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -11491,7 +11491,7 @@ InventoryResult Player::CanEquipItem(uint8 slot, uint16 &dest, Item* pItem, bool
// 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;
+ uint8 ignore = uint8(NULL_SLOT);
switch (eslot)
{
case EQUIPMENT_SLOT_MAINHAND:
@@ -11513,7 +11513,8 @@ InventoryResult Player::CanEquipItem(uint8 slot, uint16 &dest, Item* pItem, bool
ignore = EQUIPMENT_SLOT_TRINKET1;
break;
}
- if (pItem != GetItemByPos(INVENTORY_SLOT_BAG_0, ignore))
+
+ if (ignore == uint8(NULL_SLOT) || pItem != GetItemByPos(INVENTORY_SLOT_BAG_0, ignore))
ignore = eslot;
InventoryResult res2 = CanEquipUniqueItem(pItem, swap ? ignore : uint8(NULL_SLOT));