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Partial work on loot tables (non-compiling)
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@@ -7867,7 +7867,7 @@ void Client::Handle_OP_Trader(const EQApplicationPacket *app)
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// Verify there are no NODROP or items with a zero price
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bool TradeItemsValid = true;
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for(int i=0; i<max_items; i++) {
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for(uint32 i = 0; i < max_items; i++) {
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if(gis->Items[i] == 0) break;
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@@ -7897,11 +7897,11 @@ void Client::Handle_OP_Trader(const EQApplicationPacket *app)
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return;
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}
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for (int i=0;i<max_items;i++) {
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if(gis->Items[i]>0 && gis->Items[i]<database.GetMaxItem() && database.GetItem(gis->Items[i])!=0)
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for (uint32 i = 0; i < max_items; i++) {
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if(database.GetItem(gis->Items[i])) {
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database.SaveTraderItem(this->CharacterID(),gis->Items[i],gis->SerialNumber[i],
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gis->Charges[i],ints->ItemCost[i],i);
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else {
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} else {
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//return; //sony doesnt memset so assume done on first bad item
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break;
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}
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