Core/Items: Split SetSoulboundTradeable in two functions (Set and Clear)
Note: this is mostly for clarify action being done: ClearSoulboundTradeable better than SetSoulboundTradeable(..., ..., false)
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@@ -1052,8 +1052,8 @@ void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers)
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item->is_looted = true;
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roll->getLoot()->NotifyItemRemoved(roll->itemSlot);
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roll->getLoot()->unlootedCount--;
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AllowedLooterSet* looters = item->GetAllowedLooters();
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player->StoreNewItem(dest, roll->itemid, true, item->randomPropertyId, (looters->size() > 1) ? looters : NULL);
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AllowedLooterSet looters = item->GetAllowedLooters();
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player->StoreNewItem(dest, roll->itemid, true, item->randomPropertyId, looters);
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}
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else
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{
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@@ -1105,8 +1105,8 @@ void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers)
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item->is_looted = true;
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roll->getLoot()->NotifyItemRemoved(roll->itemSlot);
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roll->getLoot()->unlootedCount--;
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AllowedLooterSet* looters = item->GetAllowedLooters();
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player->StoreNewItem(dest, roll->itemid, true, item->randomPropertyId, (looters->size() > 1) ? looters : NULL);
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AllowedLooterSet looters = item->GetAllowedLooters();
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player->StoreNewItem(dest, roll->itemid, true, item->randomPropertyId, looters);
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}
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else
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{
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@@ -2065,4 +2065,5 @@ void Group::ToggleGroupMemberFlag(member_witerator slot, uint8 flag, bool apply)
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slot->flags |= flag;
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else
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slot->flags &= ~flag;
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}
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}
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