Core/Items: Implemented trading soulbound loot items
Core/DBLayer: Converted more more player-related queries into prepared statements Core/Items: Fixed loading of enchantments Closes issue #4130. --HG-- branch : trunk
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@@ -254,7 +254,7 @@ class Item : public Object
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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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bool CanBeTraded(bool mail = false, bool trade = false) const;
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void SetInTrade(bool b = true) { mb_in_trade = b; }
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bool IsInTrade() const { return mb_in_trade; }
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@@ -345,6 +345,10 @@ class Item : public Object
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uint32 GetPlayedTime();
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bool IsRefundExpired();
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// Soulbound trade system
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void SetSoulboundTradeable(AllowedLooterSet* allowedLooters, Player* currentOwner, bool apply);
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bool CheckSoulboundTradeExpire();
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void BuildUpdate(UpdateDataMapType&);
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uint32 GetScriptId() const { return GetProto()->ScriptId; }
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@@ -359,5 +363,6 @@ class Item : public Object
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uint32 m_refundRecipient;
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uint32 m_paidMoney;
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uint32 m_paidExtendedCost;
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AllowedLooterSet allowedGUIDs;
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};
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#endif
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