Core/Spells: Fix missing "Inventory is full" with spells that create more than 1 item
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@@ -7127,7 +7127,7 @@ SpellCastResult Spell::CheckItems(uint32* param1 /*= nullptr*/, uint32* param2 /
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if (m_spellInfo->Effects[i].ItemType)
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{
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ItemPosCountVec dest;
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InventoryResult msg = target->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->Effects[i].ItemType, 1);
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InventoryResult msg = target->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->Effects[i].ItemType, m_spellInfo->Effects[i].CalcValue());
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if (msg != EQUIP_ERR_OK)
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{
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ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(m_spellInfo->Effects[i].ItemType);
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