From 958549b407d9eaf6472bf097b6b8261e7f900a88 Mon Sep 17 00:00:00 2001 From: Alex King <89047260+Kinglykrab@users.noreply.github.com> Date: Wed, 26 Apr 2023 21:28:24 -0400 Subject: [PATCH] [Bug Fix] Possible issues with SummonItem in Client::QuestReward() methods (#3325) # Notes - These methods were ignoring the sixth augment slot and could cause item to be summoned attuned being `EQ::invslot::slotCursor` is a non-zero value. --- zone/client.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/zone/client.cpp b/zone/client.cpp index e51bc56ec..fb797a62a 100644 --- a/zone/client.cpp +++ b/zone/client.cpp @@ -8545,7 +8545,7 @@ void Client::QuestReward(Mob* target, uint32 copper, uint32 silver, uint32 gold, AddMoneyToPP(copper, silver, gold, platinum); if (itemid > 0) - SummonItem(itemid, -1, 0, 0, 0, 0, 0, false, EQ::invslot::slotCursor); + SummonItem(itemid, -1, 0, 0, 0, 0, 0, 0, false, EQ::invslot::slotCursor); if (faction) { @@ -8581,7 +8581,7 @@ void Client::QuestReward(Mob* target, const QuestReward_Struct &reward, bool fac for (int i = 0; i < QUESTREWARD_COUNT; ++i) if (reward.item_id[i] > 0) - SummonItem(reward.item_id[i], -1, 0, 0, 0, 0, 0, false, EQ::invslot::slotCursor); + SummonItem(reward.item_id[i], -1, 0, 0, 0, 0, 0, 0, false, EQ::invslot::slotCursor); // only process if both are valid // if we don't have a target here, we want to just reward, but if there is a target, need to check charm