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More work on RoF+ Cursor Buffer.
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@ -682,7 +682,7 @@ void Client::SummonCursorBuffer() {
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// Temporary work-around for the RoF+ Client Buffer
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// Temporary work-around for the RoF+ Client Buffer
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// Instead of letting the client move items around in cursor buffer,
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// Instead of letting the client move items around in cursor buffer,
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// we can just delete an item from the buffer and summon it to the cursor.
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// we can just delete an item from the buffer and summon it to the cursor.
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if (GetClientVersion() > EQClientRoF)
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if (GetClientVersion() >= EQClientRoF)
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{
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{
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if (!GetInv().CursorEmpty())
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if (!GetInv().CursorEmpty())
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{
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{
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@ -1539,15 +1539,19 @@ bool Client::SwapItem(MoveItem_Struct* move_in) {
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}
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}
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safe_delete(world_inst);
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safe_delete(world_inst);
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if (src_slot_id == MainCursor) {
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if (src_slot_id == MainCursor)
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std::list<ItemInst*>::const_iterator s = m_inv.cursor_begin(), e = m_inv.cursor_end();
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{
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if (dstitemid == 0)
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if (dstitemid == 0)
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{
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{
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SummonCursorBuffer();
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SummonCursorBuffer();
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}
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}
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std::list<ItemInst*>::const_iterator s = m_inv.cursor_begin(), e = m_inv.cursor_end();
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database.SaveCursor(character_id, s, e);
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database.SaveCursor(character_id, s, e);
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} else
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}
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else
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{
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database.SaveInventory(character_id, m_inv[src_slot_id], src_slot_id);
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database.SaveInventory(character_id, m_inv[src_slot_id], src_slot_id);
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}
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if(RuleB(QueryServ, PlayerLogMoves)) { QSSwapItemAuditor(move_in, true); } // QS Audit
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if(RuleB(QueryServ, PlayerLogMoves)) { QSSwapItemAuditor(move_in, true); } // QS Audit
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