Core/Items: Removed obsolete field from ItemTemplate
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@@ -591,7 +591,6 @@ struct ItemTemplate
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uint32 Quality;
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uint32 Flags;
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uint32 Flags2;
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uint32 BuyCount;
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int32 BuyPrice;
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uint32 SellPrice;
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uint32 InventoryType;
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@@ -609,20 +608,14 @@ struct ItemTemplate
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int32 MaxCount; // <= 0: no limit
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int32 Stackable; // 0: not allowed, -1: put in player coin info tab and don't limit stacking (so 1 slot)
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uint32 ContainerSlots;
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uint32 StatsCount;
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_ItemStat ItemStat[MAX_ITEM_PROTO_STATS];
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uint32 ScalingStatDistribution; // id from ScalingStatDistribution.dbc
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float DamageMin;
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float DamageMax;
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uint32 DamageType; // id from Resistances.dbc
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float DPS;
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uint32 Armor;
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uint32 Delay;
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float RangedModRange;
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_Spell Spells[MAX_ITEM_PROTO_SPELLS];
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float SpellPPMRate;
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uint32 Bonding;
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std::string Description;
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std::string Description;
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uint32 PageText;
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uint32 LanguageID;
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uint32 PageMaterial;
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@@ -641,7 +634,6 @@ struct ItemTemplate
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_Socket Socket[MAX_ITEM_PROTO_SOCKETS];
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uint32 socketBonus; // id from SpellItemEnchantment.dbc
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uint32 GemProperties; // id from GemProperties.dbc
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uint32 RequiredDisenchantSkill;
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float ArmorDamageModifier;
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int32 Duration; // negative = realtime, positive = ingame time
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uint32 ItemLimitCategory; // id from ItemLimitCategory.dbc
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@@ -649,8 +641,17 @@ struct ItemTemplate
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float StatScalingFactor;
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int32 Field130;
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int32 Field131;
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// extra fields, not part of db2 files
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uint32 BuyCount;
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float DamageMin;
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float DamageMax;
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float DPS;
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uint32 Armor;
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float SpellPPMRate;
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uint32 ScriptId;
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uint32 DisenchantID;
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uint32 RequiredDisenchantSkill;
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uint32 FoodType;
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uint32 MinMoneyLoot;
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uint32 MaxMoneyLoot;
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@@ -7825,8 +7825,6 @@ void Player::_ApplyItemBonuses(ItemTemplate const* proto, uint8 slot, bool apply
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}
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else
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{
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if (i >= proto->StatsCount)
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continue;
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statType = proto->ItemStat[i].ItemStatType;
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val = proto->ItemStat[i].ItemStatValue;
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}
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