Fix having the item unique id for food/drink set BEFORE consuming item as it could be deleted after due to no more count
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@ -2078,19 +2078,21 @@ vector<EQ2Packet*> Player::EquipItem(int16 index, int16 version, int8 appearance
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if(slot < 255) {
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if (slot == EQ2_FOOD_SLOT && item->IsFoodFood() && get_character_flag(CF_FOOD_AUTO_CONSUME)) {
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Item* item = GetEquipmentList()->GetItem(EQ2_FOOD_SLOT);
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if(item && GetClient() && GetClient()->CheckConsumptionAllowed(slot, false))
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GetClient()->ConsumeFoodDrink(item, EQ2_FOOD_SLOT);
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if(item)
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SetActiveFoodUniqueID(item->details.unique_id);
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if(item && GetClient() && GetClient()->CheckConsumptionAllowed(slot, false))
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GetClient()->ConsumeFoodDrink(item, EQ2_FOOD_SLOT);
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}
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else if (slot == EQ2_DRINK_SLOT && item->IsFoodDrink() && get_character_flag(CF_DRINK_AUTO_CONSUME)) {
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Item* item = GetEquipmentList()->GetItem(EQ2_DRINK_SLOT);
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if(item && GetClient() && GetClient()->CheckConsumptionAllowed(slot, false))
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GetClient()->ConsumeFoodDrink(item, EQ2_DRINK_SLOT);
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if(item)
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SetActiveDrinkUniqueID(item->details.unique_id);
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if(item && GetClient() && GetClient()->CheckConsumptionAllowed(slot, false))
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GetClient()->ConsumeFoodDrink(item, EQ2_DRINK_SLOT);
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}
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}
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