[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.
This commit is contained in:
Alex King 2023-04-26 21:28:24 -04:00 committed by GitHub
parent 71ebf1b2d4
commit 958549b407
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@ -8545,7 +8545,7 @@ void Client::QuestReward(Mob* target, uint32 copper, uint32 silver, uint32 gold,
AddMoneyToPP(copper, silver, gold, platinum); AddMoneyToPP(copper, silver, gold, platinum);
if (itemid > 0) 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) 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) for (int i = 0; i < QUESTREWARD_COUNT; ++i)
if (reward.item_id[i] > 0) 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 // 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 // if we don't have a target here, we want to just reward, but if there is a target, need to check charm