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Fix overflow issue with character corpse creation using the wrong struct in allocation
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b57bcced40
commit
51356610b2
@ -621,7 +621,7 @@ bool Corpse::Save() {
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end = itemlist.end();
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for (; cur != end; ++cur) {
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ServerLootItem_Struct* item = *cur;
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memcpy((char*)&dbpc->items[x++], (char*)item, sizeof(ServerLootItem_Struct));
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memcpy((char*)&dbpc->items[x++], (char*)item, sizeof(player_lootitem::ServerLootItem_Struct));
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}
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/* Create New Corpse*/
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@ -1573,10 +1573,10 @@ void Corpse::UpdateEquipmentLight()
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for (auto iter = itemlist.begin(); iter != itemlist.end(); ++iter) {
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if ((*iter)->equip_slot < EQ::invslot::EQUIPMENT_BEGIN || (*iter)->equip_slot > EQ::invslot::EQUIPMENT_END) { continue; }
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if ((*iter)->equip_slot == EQ::invslot::slotAmmo) { continue; }
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auto item = database.GetItem((*iter)->item_id);
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if (item == nullptr) { continue; }
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if (EQ::lightsource::IsLevelGreater(item->Light, m_Light.Type[EQ::lightsource::LightEquipment]))
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m_Light.Type[EQ::lightsource::LightEquipment] = item->Light;
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}
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@ -1584,7 +1584,7 @@ void Corpse::UpdateEquipmentLight()
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uint8 general_light_type = 0;
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for (auto iter = itemlist.begin(); iter != itemlist.end(); ++iter) {
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if ((*iter)->equip_slot < EQ::invslot::GENERAL_BEGIN || (*iter)->equip_slot > EQ::invslot::GENERAL_END) { continue; }
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auto item = database.GetItem((*iter)->item_id);
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if (item == nullptr) { continue; }
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@ -523,22 +523,37 @@ void NPC::AddLootDrop(
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}
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}
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void NPC::AddItem(const EQ::ItemData* item, uint16 charges, bool equipitem) {
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void NPC::AddItem(const EQ::ItemData *item, uint16 charges, bool equipitem)
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{
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//slot isnt needed, its determined from the item.
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auto loot_drop_entry = NPC::NewLootDropEntry();
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loot_drop_entry.equip_item = static_cast<uint8>(equipitem ? 1 : 0);
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loot_drop_entry.equip_item = static_cast<uint8>(equipitem ? 1 : 0);
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loot_drop_entry.item_charges = charges;
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AddLootDrop(item, &itemlist, loot_drop_entry, true);
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}
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void NPC::AddItem(uint32 itemid, uint16 charges, bool equipitem, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5, uint32 aug6) {
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void NPC::AddItem(
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uint32 itemid,
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uint16 charges,
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bool equipitem,
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uint32 aug1,
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uint32 aug2,
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uint32 aug3,
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uint32 aug4,
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uint32 aug5,
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uint32 aug6
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)
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{
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//slot isnt needed, its determined from the item.
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const EQ::ItemData * i = database.GetItem(itemid);
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if(i == nullptr)
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const EQ::ItemData *i = database.GetItem(itemid);
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if (i == nullptr) {
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return;
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}
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auto loot_drop_entry = NPC::NewLootDropEntry();
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loot_drop_entry.equip_item = static_cast<uint8>(equipitem ? 1 : 0);
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loot_drop_entry.equip_item = static_cast<uint8>(equipitem ? 1 : 0);
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loot_drop_entry.item_charges = charges;
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AddLootDrop(i, &itemlist, loot_drop_entry, true, aug1, aug2, aug3, aug4, aug5, aug6);
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}
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