Cleaned up item flags: separated item proto flags and item field flags
Implemented use of: ITEM_PROTO_FLAG_PROSPECTABLE and ITEM_PROTO_FLAG_MILLABLE now checked instead of bag family mask ITEM_PROTO_FLAG_SMART_LOOT for profession recipes, player has to have skillline and not know the recipe ITEM_PROTO_FLAG_OPENABLE item has to have it set to use item_loot_template ITEM_PROTO_FLAG_NOT_USEABLE_IN_ARENA if this is set item can never be used in arena ITEM_FLAG_UNLOCKED marks unlocked items Simplified BoA check for mail sending Stackable items are no longer refundable Removed useless code that always set ITEM_FIELD_FLAGS equal to proto flags Unlocking items (lockpicking) is now blizzlike --HG-- branch : trunk
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@@ -234,9 +234,9 @@ class Item : public Object
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void SetOwnerGUID(uint64 guid) { SetUInt64Value(ITEM_FIELD_OWNER, guid); }
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Player* GetOwner()const;
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void SetBinding(bool val) { ApplyModFlag(ITEM_FIELD_FLAGS,ITEM_FLAGS_BINDED,val); }
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bool IsSoulBound() const { return HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_BINDED); }
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bool IsBoundAccountWide() const { return HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_BOA); }
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void SetBinding(bool val) { ApplyModFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_SOULBOUND, val); }
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bool IsSoulBound() const { return HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_SOULBOUND); }
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bool IsBoundAccountWide() const { return (GetProto()->Flags & ITEM_PROTO_FLAG_BIND_TO_ACCOUNT) != 0; }
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bool IsBindedNotWith(Player const* player) const;
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bool IsBoundByEnchant() const;
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virtual void SaveToDB();
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@@ -246,6 +246,7 @@ class Item : public Object
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void SaveRefundDataToDB();
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void DeleteRefundDataFromDB();
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bool IsLocked() const { return !HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_UNLOCKED); }
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bool IsBag() const { return GetProto()->InventoryType == INVTYPE_BAG; }
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bool IsBroken() const { return GetUInt32Value(ITEM_FIELD_MAXDURABILITY) > 0 && GetUInt32Value(ITEM_FIELD_DURABILITY) == 0; }
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bool CanBeTraded(bool mail = false) const;
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