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@ -1834,7 +1834,7 @@ CGameItemPtr CCharacter::createItemInInventoryFreeSlot(INVENTORIES::TInventory i
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}
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// ****************************************************************************
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void CCharacter::itemTempInventoryToBag(uint32 srcSlot, bool sendCloseTempImpulsion)
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void CCharacter::itemTempInventoryToBag(uint32 srcSlot) // , bool sendCloseTempImpulsion)
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{
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H_AUTO(CCharacter_itemTempInventoryToBag);
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@ -1859,7 +1859,7 @@ void CCharacter::itemTempInventoryToBag(uint32 srcSlot, bool sendCloseTempImpuls
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endForageSession();
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if (lastMaterial)
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{
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endHarvest(sendCloseTempImpulsion);
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endHarvest(); // sendCloseTempImpulsion);
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// inform IA that everything was looted
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CCreatureDespawnMsg msg;
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@ -2008,7 +2008,7 @@ void CCharacter::itemTempInventoryToBag(uint32 srcSlot, bool sendCloseTempImpuls
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CWorldInstances::instance().msgToAIInstance(getInstanceNumber(), msg);
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}
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endHarvest(sendCloseTempImpulsion);
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endHarvest(); // sendCloseTempImpulsion);
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leaveTempInventoryMode();
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}
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@ -2101,12 +2101,12 @@ void CCharacter::itemTempInventoryToBag(uint32 srcSlot, bool sendCloseTempImpuls
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}
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// ****************************************************************************
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void CCharacter::getAllTempInventoryItems(bool sendCloseTempImpulsion)
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void CCharacter::getAllTempInventoryItems() // bool sendCloseTempImpulsion)
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{
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H_AUTO(CCharacter_getAllTempInventoryItems);
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for (uint i = 0 ; i < INVENTORIES::NbTempInvSlots; ++i)
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itemTempInventoryToBag(i, sendCloseTempImpulsion);
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itemTempInventoryToBag(i); // , sendCloseTempImpulsion);
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}
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// ****************************************************************************
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