Now correct patch version: Use spell_loot_table for item creating in case SPELL_EFFECT_CREATE_ITEM_2 (157) and itemType==0. Author: VladimirMangos
--HG-- branch : trunk
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@@ -1114,8 +1114,8 @@ class TRINITY_DLL_SPEC Player : public Unit
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Item* EquipItem( uint16 pos, Item *pItem, bool update );
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void AutoUnequipOffhandIfNeed();
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bool StoreNewItemInBestSlots(uint32 item_id, uint32 item_count);
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bool AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store);
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bool AutoStoreLootItem(uint32 loot_id, LootStore const& store) { return AutoStoreLootItem(NULL_BAG,NULL_SLOT,loot_id,store); }
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void AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store);
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void AutoStoreLootItem(uint32 loot_id, LootStore const& store) { AutoStoreLootItem(NULL_BAG,NULL_SLOT,loot_id,store); }
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uint8 _CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count = NULL) const;
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uint8 _CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item *pItem = NULL, bool swap = false, uint32* no_space_count = NULL ) const;
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