@@ -2110,8 +2110,8 @@ uint32 FillItemArmor(uint32 itemlevel, uint32 itemClass, uint32 itemSubclass, ui
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if (itemClass != ITEM_CLASS_ARMOR || itemSubclass != ITEM_SUBCLASS_ARMOR_SHIELD)
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{
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ItemArmorQualityEntry const* armorQuality = sItemArmorQualityStore.LookupEntry(itemlevel);
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ItemArmorTotalEntry const* armorToral = sItemArmorTotalStore.LookupEntry(itemlevel);
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if (!armorQuality || !armorToral)
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ItemArmorTotalEntry const* armorTotal = sItemArmorTotalStore.LookupEntry(itemlevel);
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if (!armorQuality || !armorTotal)
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return 0;
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if (inventoryType == INVTYPE_ROBE)
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@@ -2124,7 +2124,7 @@ uint32 FillItemArmor(uint32 itemlevel, uint32 itemClass, uint32 itemSubclass, ui
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if (itemSubclass < ITEM_SUBCLASS_ARMOR_CLOTH)
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return 0;
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return uint32(armorQuality->Value[quality] * armorToral->Value[quality] * location->Value[itemSubclass - 1] + 0.5f);
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return uint32(armorQuality->Value[quality] * armorTotal->Value[itemSubclass - 1] * location->Value[itemSubclass - 1] + 0.5f);
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}
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// shields
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