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[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.
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@ -8545,7 +8545,7 @@ void Client::QuestReward(Mob* target, uint32 copper, uint32 silver, uint32 gold,
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AddMoneyToPP(copper, silver, gold, platinum);
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AddMoneyToPP(copper, silver, gold, platinum);
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if (itemid > 0)
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if (itemid > 0)
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SummonItem(itemid, -1, 0, 0, 0, 0, 0, false, EQ::invslot::slotCursor);
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SummonItem(itemid, -1, 0, 0, 0, 0, 0, 0, false, EQ::invslot::slotCursor);
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if (faction)
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if (faction)
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{
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{
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@ -8581,7 +8581,7 @@ void Client::QuestReward(Mob* target, const QuestReward_Struct &reward, bool fac
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for (int i = 0; i < QUESTREWARD_COUNT; ++i)
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for (int i = 0; i < QUESTREWARD_COUNT; ++i)
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if (reward.item_id[i] > 0)
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if (reward.item_id[i] > 0)
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SummonItem(reward.item_id[i], -1, 0, 0, 0, 0, 0, false, EQ::invslot::slotCursor);
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SummonItem(reward.item_id[i], -1, 0, 0, 0, 0, 0, 0, false, EQ::invslot::slotCursor);
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// only process if both are valid
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// only process if both are valid
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// if we don't have a target here, we want to just reward, but if there is a target, need to check charm
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// if we don't have a target here, we want to just reward, but if there is a target, need to check charm
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