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Add MainAmmo slot check for AddItemBonuses - only includes skill mods
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@@ -3661,7 +3661,7 @@ namespace SoD
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ibs.Races = item->Races;
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ibs.Deity = item->Deity;
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ibs.SkillModValue = item->SkillModValue;
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ibs.unknown6 = 0;
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ibs.SkillModMax = item->SkillModMax;
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ibs.SkillModType = item->SkillModType;
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ibs.BaneDmgRace = item->BaneDmgRace;
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ibs.BaneDmgBody = item->BaneDmgBody;
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@@ -4006,7 +4006,7 @@ struct ItemBodyStruct
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uint32 Races;
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uint32 Deity;
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int32 SkillModValue;
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uint32 unknown6;
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uint32 SkillModMax;
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uint32 SkillModType;
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uint32 BaneDmgRace;
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uint32 BaneDmgBody;
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@@ -2983,7 +2983,7 @@ namespace SoF
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ibs.Races = item->Races;
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ibs.Deity = item->Deity;
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ibs.SkillModValue = item->SkillModValue;
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ibs.unknown6 = 0;
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ibs.SkillModMax = item->SkillModMax;
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ibs.SkillModType = item->SkillModType;
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ibs.BaneDmgRace = item->BaneDmgRace;
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ibs.BaneDmgBody = item->BaneDmgBody;
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@@ -3861,7 +3861,7 @@ struct ItemBodyStruct
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uint32 Races;
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uint32 Deity;
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int32 SkillModValue;
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uint32 unknown6;
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uint32 SkillModMax;
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uint32 SkillModType;
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uint32 BaneDmgRace;
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uint32 BaneDmgBody;
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@@ -39,7 +39,7 @@ These fields must be in the order of how they are serialized!
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/* 030 */ I(AC)
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/* 031 */ I(Deity)
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/* 032 */ I(SkillModValue)
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/* 033 */ C("0")
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/* 033 */ I(SkillModMax)
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/* 034 */ I(SkillModType)
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/* 035 */ I(BaneDmgRace)
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/* 036 */ I(BaneDmgAmt)
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