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No "sigs". [skip ci]
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@@ -816,14 +816,14 @@ void Client::OnDisconnect(bool hard_disconnect) {
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// Sends the client complete inventory used in character login
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// DO WE STILL NEED THE 'ITEMCOMBINED' CONDITIONAL CODE? -U
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// DO WE STILL NEED THE 'ITEMCOMBINED' CONDITIONAL CODE?
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//#ifdef ITEMCOMBINED
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void Client::BulkSendInventoryItems() {
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int16 slot_id = 0;
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// LINKDEAD TRADE ITEMS
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// Move trade slot items back into normal inventory..need them there now for the proceeding validity checks -U
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// Move trade slot items back into normal inventory..need them there now for the proceeding validity checks
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for(slot_id = EmuConstants::TRADE_BEGIN; slot_id <= EmuConstants::TRADE_END; slot_id++) {
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ItemInst* inst = m_inv.PopItem(slot_id);
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if(inst) {
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@@ -842,7 +842,7 @@ void Client::BulkSendInventoryItems() {
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RemoveDuplicateLore(false);
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MoveSlotNotAllowed(false);
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// The previous three method calls took care of moving/removing expired/illegal item placements -U
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// The previous three method calls took care of moving/removing expired/illegal item placements
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//TODO: this function is just retarded... it re-allocates the buffer for every
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//new item. It should be changed to loop through once, gather the
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