Core/Entities: Avoid unique key violations during character inventory saving for newly created items

This commit is contained in:
leak
2011-01-26 17:20:21 +01:00
parent 59aa3b5650
commit 41d0c5571a
3 changed files with 1 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_REP_INVENTORY_ITEM);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_INVENTORY_ITEM);
stmt->setUInt32(0, lowGuid);
stmt->setUInt32(1, bag_guid);
stmt->setUInt8 (2, item->GetSlot());