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First step into implementing evolving items, added fields to database that were missing.
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+4
-1
@@ -878,7 +878,7 @@ void SharedDatabase::LoadItems(void *data, uint32 size, int32 items, uint32 max_
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item.AC = (int32)atoul(row[ItemField::ac]);
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item.Deity = (uint32)atoul(row[ItemField::deity]);
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item.SkillModValue = (int32)atoul(row[ItemField::skillmodvalue]);
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item.SkillModMax = (int32)atoul(row[ItemField::skillmodmax]);
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item.SkillModType = (uint32)atoul(row[ItemField::skillmodtype]);
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item.BaneDmgRace = (uint32)atoul(row[ItemField::banedmgrace]);
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item.BaneDmgAmt = (int8)atoi(row[ItemField::banedmgamt]);
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@@ -1020,7 +1020,10 @@ void SharedDatabase::LoadItems(void *data, uint32 size, int32 items, uint32 max_
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item.QuestItemFlag = (atoi(row[ItemField::questitemflag])==0) ? false : true;
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item.SVCorruption = (int32)atoi(row[ItemField::svcorruption]);
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item.Purity = (uint32)atoul(row[ItemField::purity]);
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item.EvolvingItem = (uint8)atoul(row[ItemField::evoitem]);
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item.EvolvingID = (uint8)atoul(row[ItemField::evoid]);
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item.EvolvingLevel = (uint8)atoul(row[ItemField::evolvinglevel]);
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item.EvolvingMax = (uint8)atoul(row[ItemField::evomax]);
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item.BackstabDmg = (uint32)atoul(row[ItemField::backstabdmg]);
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item.DSMitigation = (uint32)atoul(row[ItemField::dsmitigation]);
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item.HeroicStr = (int32)atoi(row[ItemField::heroic_str]);
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