This is a crazy bug LOL.
Tried commenting out this section of code in Item.cpp in the common source folder:
Code:
// Doodman: Do ten even tho we will only have 5 augments. We need to fill 10 fields
// 6-10 should always be empty (well, 5-9, actually)
// for(uint8 i=0; i<10; i++) {
// serialized+="|";
//
// iter_augment it = m_augments.find(i);
// if (it != m_augments.end()) {
// const ItemCommonInst* common = it->second;
// if (common) {
// subitem=common->Serialize(slot_id);
// Protect(subitem,'"');
// serialized+='"';
// serialized+=subitem;
// serialized+='"';
// }
// }
// }
Compiled (EMuShareMem.dll, World.exe and Zone.exe again Win32 release version) ran client. Unstacked a few items to fill 4 slots of backpack item# 17005 and inventory slots full. Ran around freportw killing stupid mobs. Looted two more items and second still stuck on the "arrow cursor". It was a shot, I was hoping that the way it read could have accidently added a fluke, but obviously still there.
Gonna go investigate some more.
Darkwaters