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Renamed EQEmu::Item_Struct to EQEmu::ItemBase to coincide with new inventory naming conventions (re-run shared_memory.exe)
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+4
-4
@@ -629,7 +629,7 @@ ItemInst* ZoneDatabase::LoadSingleTraderItem(uint32 CharID, int SerialNumber) {
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int Charges = atoi(row[3]);
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int Cost = atoi(row[4]);
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const EQEmu::Item_Struct *item = database.GetItem(ItemID);
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const EQEmu::ItemBase *item = database.GetItem(ItemID);
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if(!item) {
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Log.Out(Logs::Detail, Logs::Trading, "Unable to create item\n");
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@@ -684,7 +684,7 @@ void ZoneDatabase::UpdateTraderItemPrice(int CharID, uint32 ItemID, uint32 Charg
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Log.Out(Logs::Detail, Logs::Trading, "ZoneDatabase::UpdateTraderPrice(%i, %i, %i, %i)", CharID, ItemID, Charges, NewPrice);
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const EQEmu::Item_Struct *item = database.GetItem(ItemID);
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const EQEmu::ItemBase *item = database.GetItem(ItemID);
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if(!item)
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return;
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@@ -1197,7 +1197,7 @@ bool ZoneDatabase::LoadCharacterBandolier(uint32 character_id, PlayerProfile_Str
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i = atoi(row[r]); /* Bandolier ID */ r++;
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si = atoi(row[r]); /* Bandolier Slot */ r++;
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const EQEmu::Item_Struct* item_data = database.GetItem(atoi(row[r]));
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const EQEmu::ItemBase* item_data = database.GetItem(atoi(row[r]));
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if (item_data) {
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pp->bandoliers[i].Items[si].ID = item_data->ID; r++;
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pp->bandoliers[i].Items[si].Icon = atoi(row[r]); r++; // Must use db value in case an Ornamentation is assigned
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@@ -1249,7 +1249,7 @@ bool ZoneDatabase::LoadCharacterPotions(uint32 character_id, PlayerProfile_Struc
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for (auto row = results.begin(); row != results.end(); ++row) {
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i = atoi(row[0]);
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const EQEmu::Item_Struct *item_data = database.GetItem(atoi(row[1]));
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const EQEmu::ItemBase *item_data = database.GetItem(atoi(row[1]));
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if (!item_data)
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continue;
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pp->potionbelt.Items[i].ID = item_data->ID;
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