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[Bug Fix] Fix Discovered Items with Alternate Currency and LDoN Adventure Merchants (#3026)
* [Bug Fix] Fix Discovered Items with Alternate Currency Merchants # Notes - Before now, alternate currency merchants did not trigger item discovery. * Update client_packet.cpp
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@ -2086,6 +2086,10 @@ void Client::Handle_OP_AdventureMerchantPurchase(const EQApplicationPacket *app)
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if (item->MaxCharges != 0)
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if (item->MaxCharges != 0)
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charges = item->MaxCharges;
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charges = item->MaxCharges;
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if (RuleB(Character, EnableDiscoveredItems) && !GetGM() && !IsDiscovered(item->ID)) {
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DiscoverItem(item->ID);
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}
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EQ::ItemInstance *inst = database.CreateItem(item, charges);
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EQ::ItemInstance *inst = database.CreateItem(item, charges);
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if (!AutoPutLootInInventory(*inst, true, true))
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if (!AutoPutLootInInventory(*inst, true, true))
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{
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{
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@ -2632,6 +2636,10 @@ void Client::Handle_OP_AltCurrencyPurchase(const EQApplicationPacket *app)
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RecordPlayerEventLog(PlayerEvent::MERCHANT_PURCHASE, e);
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RecordPlayerEventLog(PlayerEvent::MERCHANT_PURCHASE, e);
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}
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}
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if (RuleB(Character, EnableDiscoveredItems) && !GetGM() && !IsDiscovered(item->ID)) {
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DiscoverItem(item->ID);
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}
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EQ::ItemInstance *inst = database.CreateItem(item, charges);
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EQ::ItemInstance *inst = database.CreateItem(item, charges);
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if (!AutoPutLootInInventory(*inst, true, true))
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if (!AutoPutLootInInventory(*inst, true, true))
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{
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{
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