for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++) { int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * 16); uint32 item_id = GetUInt32Value(VisibleBase); const ItemPrototype * proto = objmgr.GetItemPrototype(item_id); if (proto != NULL) { *p_data << (uint32)proto->DisplayInfoID; *p_data << (uint8)proto->InventoryType; *p_data << (uint32)0; // enchant? } else { *p_data << (uint32)0; *p_data << (uint8)0; *p_data << (uint32)0; // enchant? } }