Core/Items: Don't allow equipping polearms/staves while offhand is not empty (Titan's Grip)
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@@ -9435,7 +9435,7 @@ void Player::SetSheath(SheathState sheathed)
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uint8 Player::FindEquipSlot(ItemPrototype const* proto, uint32 slot, bool swap) const
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{
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uint8 pClass = getClass();
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uint8 playerClass = getClass();
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uint8 slots[4];
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slots[0] = NULL_SLOT;
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@@ -9497,7 +9497,7 @@ uint8 Player::FindEquipSlot(ItemPrototype const* proto, uint32 slot, bool swap)
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if (CanDualWield())
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slots[1] = EQUIPMENT_SLOT_OFFHAND;
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break;
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};
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}
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case INVTYPE_SHIELD:
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slots[0] = EQUIPMENT_SLOT_OFFHAND;
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break;
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@@ -9506,13 +9506,26 @@ uint8 Player::FindEquipSlot(ItemPrototype const* proto, uint32 slot, bool swap)
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break;
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case INVTYPE_2HWEAPON:
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slots[0] = EQUIPMENT_SLOT_MAINHAND;
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if (Item *mhWeapon = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
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if (ItemPrototype const *mhWeaponProto = mhWeapon->GetProto())
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if (Item* mhWeapon = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
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{
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if (ItemPrototype const* mhWeaponProto = mhWeapon->GetProto())
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{
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if (mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_POLEARM || mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_STAFF)
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{
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const_cast<Player *>(this)->AutoUnequipOffhandIfNeed(true);
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const_cast<Player*>(this)->AutoUnequipOffhandIfNeed(true);
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break;
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}
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}
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}
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if (Item* ohWeapon = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
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{
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if (proto->SubClass == ITEM_SUBCLASS_WEAPON_POLEARM || proto->SubClass == ITEM_SUBCLASS_WEAPON_STAFF)
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{
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const_cast<Player*>(this)->AutoUnequipOffhandIfNeed(true);
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break;
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}
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}
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if (CanDualWield() && CanTitanGrip() && proto->SubClass != ITEM_SUBCLASS_WEAPON_POLEARM && proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF)
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slots[1] = EQUIPMENT_SLOT_OFFHAND;
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break;
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@@ -9542,26 +9555,26 @@ uint8 Player::FindEquipSlot(ItemPrototype const* proto, uint32 slot, bool swap)
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break;
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case INVTYPE_RELIC:
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{
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switch(proto->SubClass)
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switch (proto->SubClass)
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{
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case ITEM_SUBCLASS_ARMOR_LIBRAM:
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if (pClass == CLASS_PALADIN)
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if (playerClass == CLASS_PALADIN)
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slots[0] = EQUIPMENT_SLOT_RANGED;
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break;
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case ITEM_SUBCLASS_ARMOR_IDOL:
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if (pClass == CLASS_DRUID)
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if (playerClass == CLASS_DRUID)
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slots[0] = EQUIPMENT_SLOT_RANGED;
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break;
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case ITEM_SUBCLASS_ARMOR_TOTEM:
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if (pClass == CLASS_SHAMAN)
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if (playerClass == CLASS_SHAMAN)
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slots[0] = EQUIPMENT_SLOT_RANGED;
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break;
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case ITEM_SUBCLASS_ARMOR_MISC:
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if (pClass == CLASS_WARLOCK)
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if (playerClass == CLASS_WARLOCK)
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slots[0] = EQUIPMENT_SLOT_RANGED;
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break;
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case ITEM_SUBCLASS_ARMOR_SIGIL:
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if (pClass == CLASS_DEATH_KNIGHT)
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if (playerClass == CLASS_DEATH_KNIGHT)
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slots[0] = EQUIPMENT_SLOT_RANGED;
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break;
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}
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