Core/Entities: Avoid unique key violations during character inventory saving for newly created items
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@@ -18357,7 +18357,7 @@ void Player::_SaveInventory(SQLTransaction& trans)
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{
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case ITEM_NEW:
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case ITEM_CHANGED:
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stmt = CharacterDatabase.GetPreparedStatement(item->GetState() == ITEM_NEW ? CHAR_ADD_INVENTORY_ITEM : CHAR_REP_INVENTORY_ITEM);
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stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_INVENTORY_ITEM);
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stmt->setUInt32(0, lowGuid);
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stmt->setUInt32(1, bag_guid);
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stmt->setUInt8 (2, item->GetSlot());
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