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Moved faction stuff around, removed stupid external item status stuff
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@@ -282,7 +282,6 @@ public:
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bool LoadAAEffects();
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bool LoadAAEffects2();
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bool LoadSwarmSpells();
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// uint32 GetPlayerAlternateAdv(uint32 account_id, char* name, PlayerAA_Struct* aa);
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SendAA_Struct* GetAASkillVars(uint32 skill_id);
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uint8 GetTotalAALevels(uint32 skill_id);
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uint32 GetSizeAA();
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@@ -303,14 +302,6 @@ public:
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uint8 GetUseCFGSafeCoords();
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int getZoneShutDownDelay(uint32 zoneID, uint32 version);
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/*
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* Item
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*/
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void LoadItemStatus();
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inline uint8 GetItemStatus(uint32 id) { if (id < MAX_ITEM_ID) { return item_minstatus[id]; } return 0; }
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inline void SetItemStatus(uint32 id, uint8 status) { if (id < MAX_ITEM_ID) { item_minstatus[id] = status; } }
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bool DBSetItemStatus(uint32 id, uint8 status);
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/*
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* Spawns and Spawn Points
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*/
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@@ -401,7 +392,6 @@ public:
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/*
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* Doors
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*/
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uint32 MaxDoors() { return max_door_type; }
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bool DoorIsOpen(uint8 door_id,const char* zone_name);
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void SetDoorPlace(uint8 value,uint8 door_id,const char* zone_name);
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bool LoadDoors(int32 iDoorCount, Door *into, const char *zone_name, int16 version);
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@@ -484,11 +474,9 @@ protected:
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uint32 max_faction;
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Faction** faction_array;
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uint32 max_door_type;
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uint32 npc_spells_maxid;
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DBnpcspells_Struct** npc_spells_cache;
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bool* npc_spells_loadtried;
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uint8 item_minstatus[MAX_ITEM_ID];
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uint8 door_isopen_array[255];
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};
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