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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@@ -124,12 +124,15 @@ struct LootStoreItem
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// Checks correctness of values
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};
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typedef std::set<uint32> AllowedLooterSet;
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struct LootItem
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{
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uint32 itemid;
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uint32 randomSuffix;
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int32 randomPropertyId;
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ConditionList conditions; // additional loot condition
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AllowedLooterSet allowedGUIDs;
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uint8 count : 8;
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bool is_looted : 1;
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bool is_blocked : 1;
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@@ -144,6 +147,9 @@ struct LootItem
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// Basic checks for player/item compatibility - if false no chance to see the item in the loot
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bool AllowedForPlayer(Player const * player) const;
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void AddAllowedLooter(Player const* player);
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AllowedLooterSet* GetAllowedLooters() { return &allowedGUIDs; }
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};
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struct QuestItem
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