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AAs should load from character data now, though will be fucked up if you already had stacked aas.
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+1
-51
@@ -439,7 +439,7 @@ void Client::SendZoneInPackets()
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//Send AA Exp packet:
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if (GetLevel() >= 51)
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SendAAStats();
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SendAlternateAdvancementStats();
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// Send exp packets
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outapp = new EQApplicationPacket(OP_ExpUpdate, sizeof(ExpUpdate_Struct));
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@@ -8040,56 +8040,6 @@ void Client::TryItemTimer(int slot)
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}
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}
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void Client::RefundAA() {
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int cur = 0;
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bool refunded = false;
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for(int x = 0; x < aaHighestID; x++) {
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cur = GetAA(x);
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if(cur > 0){
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SendAA_Struct* curaa = zone->FindAA(x);
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if(cur){
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SetAA(x, 0);
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for(int j = 0; j < cur; j++) {
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m_pp.aapoints += curaa->cost + (curaa->cost_inc * j);
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refunded = true;
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}
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}
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else
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{
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m_pp.aapoints += cur;
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SetAA(x, 0);
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refunded = true;
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}
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}
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}
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if(refunded) {
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SaveAA();
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Save();
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// Kick();
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}
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}
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void Client::IncrementAA(int aa_id) {
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SendAA_Struct* aa2 = zone->FindAA(aa_id);
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if(aa2 == nullptr)
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return;
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if(GetAA(aa_id) == aa2->max_level)
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return;
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SetAA(aa_id, GetAA(aa_id) + 1);
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SaveAA();
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SendAA(aa_id);
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SendAATable();
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SendAAStats();
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CalcBonuses();
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}
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void Client::SendItemScale(ItemInst *inst) {
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int slot = m_inv.GetSlotByItemInst(inst);
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if(slot != -1) {
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