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-rw-r--r--src/server/game/Entities/Player/Player.cpp5
-rw-r--r--src/server/game/Handlers/CharacterHandler.cpp19
2 files changed, 17 insertions, 7 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index 21d1f25bf42..a827ed46edf 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -25455,6 +25455,7 @@ void Player::SendEquipmentSetList()
{
if (itr->second.state == EQUIPMENT_SET_DELETED)
continue;
+
data.appendPackGUID(itr->second.Guid);
data << uint32(itr->first);
data << itr->second.Name;
@@ -25464,8 +25465,10 @@ void Player::SendEquipmentSetList()
// ignored slots stored in IgnoreMask, client wants "1" as raw GUID, so no HighGuid::Item
if (itr->second.IgnoreMask & (1 << i))
data.appendPackGUID(uint64(1));
- else
+ else if (itr->second.Items[i] > 0) // send proper data (do not append 0 with high guid)
data << ObjectGuid(HighGuid::Item, 0, itr->second.Items[i]).WriteAsPacked();
+ else
+ data.appendPackGUID(uint64(0));
}
++count; // client have limit but it checked at loading and set
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();
}