Core/Entities: Avoid unique key violations during character inventory saving

(It only works "<Machiavelli> because I saideth so")
This commit is contained in:
leak
2011-01-25 18:42:17 +01:00
parent ffdeeb3195
commit 180b739483
2 changed files with 3 additions and 3 deletions
+1 -1
View File
@@ -18357,7 +18357,7 @@ void Player::_SaveInventory(SQLTransaction& trans)
{
case ITEM_NEW:
case ITEM_CHANGED:
stmt = CharacterDatabase.GetPreparedStatement(item->GetState() == ITEM_NEW ? CHAR_ADD_INVENTORY_ITEM : CHAR_UPDATE_INVENTORY_ITEM);
stmt = CharacterDatabase.GetPreparedStatement(item->GetState() == ITEM_NEW ? CHAR_ADD_INVENTORY_ITEM : CHAR_REP_INVENTORY_ITEM);
stmt->setUInt32(0, lowGuid);
stmt->setUInt32(1, bag_guid);
stmt->setUInt8 (2, item->GetSlot());