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[Languages] Cleanup language constants, use repositories (#3838)
* [Languages] Cleanup languages constants # Notes - Cleanup formatting and logic where necessary. - Cleaned up constants to use a namespace with `constexpr` instead. - Changed `LoadCharacterLanguages` to use a repository instead. * Lua GroupMessage uint8/language_id * Lua More uint8/language_id
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@@ -335,7 +335,7 @@ public:
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void QueuePacket(const EQApplicationPacket* app, bool ack_req = true, CLIENT_CONN_STATUS = CLIENT_CONNECTINGALL, eqFilterType filter=FilterNone);
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void FastQueuePacket(EQApplicationPacket** app, bool ack_req = true, CLIENT_CONN_STATUS = CLIENT_CONNECTINGALL);
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void ChannelMessageReceived(uint8 chan_num, uint8 language, uint8 lang_skill, const char* orig_message, const char* targetname = nullptr, bool is_silent = false);
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void ChannelMessageSend(const char* from, const char* to, uint8 chan_num, uint8 language, uint8 lang_skill, const char* message, ...);
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void ChannelMessageSend(const char* from, const char* to, uint8 channel_id, uint8 language_id, uint8 language_skill, const char* message, ...);
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void Message(uint32 type, const char* message, ...);
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void FilteredMessage(Mob *sender, uint32 type, eqFilterType filter, const char* message, ...);
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void VoiceMacroReceived(uint32 Type, char *Target, uint32 MacroNumber);
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@@ -452,7 +452,7 @@ public:
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void SendSingleTraderItem(uint32 char_id, int uniqueid);
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void BulkSendMerchantInventory(int merchant_id, int npcid);
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inline uint8 GetLanguageSkill(uint16 n) const { return m_pp.languages[n]; }
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inline uint8 GetLanguageSkill(uint8 language_id) const { return m_pp.languages[language_id]; }
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void SendPickPocketResponse(Mob *from, uint32 amt, int type, const EQ::ItemData* item = nullptr);
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@@ -767,7 +767,7 @@ public:
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void SetSkillPoints(int inp) { m_pp.points = inp;}
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void IncreaseSkill(int skill_id, int value = 1) { if (skill_id <= EQ::skills::HIGHEST_SKILL) { m_pp.skills[skill_id] += value; } }
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void IncreaseLanguageSkill(int skill_id, int value = 1);
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void IncreaseLanguageSkill(uint8 language_id, uint8 increase = 1);
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virtual uint16 GetSkill(EQ::skills::SkillType skill_id) const { if (skill_id <= EQ::skills::HIGHEST_SKILL) { return(itembonuses.skillmod[skill_id] > 0 ? (itembonuses.skillmodmax[skill_id] > 0 ? std::min(m_pp.skills[skill_id] + itembonuses.skillmodmax[skill_id], m_pp.skills[skill_id] * (100 + itembonuses.skillmod[skill_id]) / 100) : m_pp.skills[skill_id] * (100 + itembonuses.skillmod[skill_id]) / 100) : m_pp.skills[skill_id]); } return 0; }
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uint32 GetRawSkill(EQ::skills::SkillType skill_id) const { if (skill_id <= EQ::skills::HIGHEST_SKILL) { return(m_pp.skills[skill_id]); } return 0; }
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bool HasSkill(EQ::skills::SkillType skill_id) const;
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@@ -777,8 +777,8 @@ public:
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void CheckSpecializeIncrease(uint16 spell_id);
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void CheckSongSkillIncrease(uint16 spell_id);
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bool CheckIncreaseSkill(EQ::skills::SkillType skillid, Mob *against_who, int chancemodi = 0);
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void CheckLanguageSkillIncrease(uint8 langid, uint8 TeacherSkill);
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void SetLanguageSkill(int langid, int value);
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void CheckLanguageSkillIncrease(uint8 language_id, uint8 teacher_skill);
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void SetLanguageSkill(uint8 language_id, uint8 language_skill);
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void SetHoTT(uint32 mobid);
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void ShowSkillsWindow();
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