Core/Misc: Fix static analysis issues
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@@ -216,18 +216,17 @@ namespace VMAP
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return false;
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}
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printf("Read coordinate mapping...\n");
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uint32 mapID, tileX, tileY, check=0;
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uint32 mapID, tileX, tileY, check;
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G3D::Vector3 v1, v2;
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ModelSpawn spawn;
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while (!feof(dirf))
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{
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check = 0;
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// read mapID, tileX, tileY, Flags, adtID, ID, Pos, Rot, Scale, Bound_lo, Bound_hi, name
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check += fread(&mapID, sizeof(uint32), 1, dirf);
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check = fread(&mapID, sizeof(uint32), 1, dirf);
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if (check == 0) // EoF...
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break;
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check += fread(&tileX, sizeof(uint32), 1, dirf);
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check += fread(&tileY, sizeof(uint32), 1, dirf);
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fread(&tileX, sizeof(uint32), 1, dirf);
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fread(&tileY, sizeof(uint32), 1, dirf);
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if (!ModelSpawn::readFromFile(dirf, spawn))
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break;
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@@ -12218,7 +12218,7 @@ void Player::DestroyItem(uint8 bag, uint8 slot, bool update)
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ItemTemplate const* pProto = pItem->GetTemplate();
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// item set bonuses applied only at equip and removed at unequip, and still active for broken items
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if (pProto && pProto->ItemSet)
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if (pProto->ItemSet)
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RemoveItemsSetItem(this, pProto);
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_ApplyItemMods(pItem, slot, false);
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