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Changed ItemTypes to ItemUseTypes
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+3
-3
@@ -633,7 +633,7 @@ bool Client::TryStacking(ItemInst* item, uint8 type, bool try_worn, bool try_cur
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bool Client::AutoPutLootInInventory(ItemInst& inst, bool try_worn, bool try_cursor, ServerLootItem_Struct** bag_item_data)
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{
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// #1: Try to auto equip
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if (try_worn && inst.IsEquipable(GetBaseRace(), GetClass()) && inst.GetItem()->ReqLevel<=level && !inst.GetItem()->Attuneable && inst.GetItem()->ItemType != ItemTypeAugment)
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if (try_worn && inst.IsEquipable(GetBaseRace(), GetClass()) && inst.GetItem()->ReqLevel<=level && !inst.GetItem()->Attuneable && inst.GetItem()->ItemType != ItemTypeAugmentation)
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{
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for (int16 i = 0; i < 9999; i++) // originally (i < 22)
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{
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@@ -646,7 +646,7 @@ bool Client::AutoPutLootInInventory(ItemInst& inst, bool try_worn, bool try_curs
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{
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if( i == SLOT_PRIMARY && inst.IsWeapon() ) // If item is primary slot weapon
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{
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if( (inst.GetItem()->ItemType == ItemType2HS) || (inst.GetItem()->ItemType == ItemType2HB) || (inst.GetItem()->ItemType == ItemType2HPierce) ) // and uses 2hs \ 2hb \ 2hp
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if( (inst.GetItem()->ItemType == ItemType2HSlash) || (inst.GetItem()->ItemType == ItemType2HBlunt) || (inst.GetItem()->ItemType == ItemType2HPiercing) ) // and uses 2hs \ 2hb \ 2hp
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{
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if( m_inv[SLOT_SECONDARY] ) // and if secondary slot is not empty
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{
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@@ -657,7 +657,7 @@ bool Client::AutoPutLootInInventory(ItemInst& inst, bool try_worn, bool try_curs
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if( i== SLOT_SECONDARY && m_inv[SLOT_PRIMARY]) // check to see if primary slot is a two hander
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{
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uint8 use = m_inv[SLOT_PRIMARY]->GetItem()->ItemType;
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if(use == ItemType2HS || use == ItemType2HB || use == ItemType2HPierce)
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if(use == ItemType2HSlash || use == ItemType2HBlunt || use == ItemType2HPiercing)
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continue;
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}
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if
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