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Simply cItem.m_UniqueID or something. It would get it in the same way as cFastRandom does it's seed. That way a plugin can be 100% certain that it has the proper item after a while. The ID doesn't get saved. I'm not sure what plugin would use it for.
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I don't see a use-case, not without persistence, and it's impossible to do persistence properly, because the cItem may come from a cProtocol callback, being a different object but representing the same item (the item in player's hand, for example). The plugin needs to work around this. I was actually thinking about making WorldEdit items (wand for example) "special" by appending Lore to them - it could also work for the user as a reminder of what the item does.
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It's impossible in regards to protocol packets that send the item to and from the client - there's no way to push the identification information through.
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So, I'm currently in the process of reinstalling everything on the new OS. Terrible, so much work to do before it's usable again.
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Yea it's a pain. For school I had to install two Windows servers, MS-DOS and Ubuntu (both Desktop and Server), and we get some other operation systems later like Mac.
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Stupid keyboard won't type apostrophes, doublequotes and backquotes, it waits till I press another key, WTF?