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Fix Model Vault (#870)
Allow pets, rockets and racecars to be stored in vault
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@@ -4462,13 +4462,13 @@ void GameMessages::SendAddBuff(LWOOBJID& objectID, const LWOOBJID& casterID, uin
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// NT
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void GameMessages::HandleRequestMoveItemBetweenInventoryTypes(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr) {
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bool bAllowPartial;
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bool bAllowPartial{};
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int32_t destSlot = -1;
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int32_t iStackCount = 1;
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eInventoryType invTypeDst = ITEMS;
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eInventoryType invTypeSrc = ITEMS;
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LWOOBJID itemID = LWOOBJID_EMPTY;
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bool showFlyingLoot;
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bool showFlyingLoot{};
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LWOOBJID subkey = LWOOBJID_EMPTY;
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LOT itemLOT = 0;
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@@ -4492,12 +4492,12 @@ void GameMessages::HandleRequestMoveItemBetweenInventoryTypes(RakNet::BitStream*
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if (itemID != LWOOBJID_EMPTY) {
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auto* item = inventoryComponent->FindItemById(itemID);
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if (item == nullptr) {
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return;
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}
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if (!item) return;
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if (inventoryComponent->IsPet(item->GetSubKey()) || !item->GetConfig().empty()) {
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return;
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// Despawn the pet if we are moving that pet to the vault.
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auto* petComponent = PetComponent::GetActivePet(entity->GetObjectID());
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if (petComponent && petComponent->GetDatabaseId() == item->GetSubKey()) {
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inventoryComponent->DespawnPet();
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}
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inventoryComponent->MoveItemToInventory(item, invTypeDst, iStackCount, showFlyingLoot, false, false, destSlot);
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