@ -1191,7 +1191,6 @@ CGameItemPtr CGameItem::getItemCopy()
item - > _AllocatorData = alloc ;
// reset dynamic elements. ( we do it this way because people who add gameplay data properties will probably forget to update this method. So it is safe this way
item - > _StackSize = _StackSize ;
// item->_IsOnTheGround = false;
item - > _Looter = CEntityId : : Unknown ;
// item->_Id = itemId;
item - > _AllocatorData = alloc ;
@ -1204,12 +1203,11 @@ CGameItemPtr CGameItem::getItemCopy()
item - > _CreatorId = _CreatorId ;
item - > _LockCount = 0 ;
item - > _HP = item - > maxDurability ( ) ;
item - > _LatencyEndDate = _LatencyEndDate ;
item - > _Enchantment = _Enchantment ;
item - > _SapLoad = _SapLoad ;
item - > _LostHPremains = 0.0f ;
item - > _PhraseId = _PhraseId ;
// item->_Enchantment.clear();
// item->_SapLoad = 0.0f;
item - > computeItemWornState ( ) ;
log_Item_Create ( item - > getItemId ( ) , item - > getSheetId ( ) , item - > getStackSize ( ) , item - > quality ( ) ) ;