Originally Posted by
nilly
Well when you move loot around, a function is called that preps the INVSWAP packet. In this function, after the INVSWAP packet is sent off, it manually switches the loot on the client side even before the server can confirm the swap. The problem is, if the loot fails to swap for whatever reason the client doesn't register this failure. It continues to display the loot as it was when the INVSWAP packet was sent off. What this does is disables that client side switch. If the loot swap was successful it will register on the client, if not then it will stay where it originally was.