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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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+8
-6
@@ -762,9 +762,16 @@ public:
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//New AA Methods
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void SendAlternateAdvancementRank(int aa_id, int level);
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void SendAlternateAdvancementTable();
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void SendAlternateAdvancementStats();
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void PurchaseAlternateAdvancementRank(int rank_id);
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void SendAlternateAdvancementPoints();
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void SetAAPoints(uint32 points) { m_pp.aapoints = points; SendAlternateAdvancementStats(); }
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void AddAAPoints(uint32 points) { m_pp.aapoints += points; SendAlternateAdvancementStats(); }
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int GetAAPoints() { return m_pp.aapoints; }
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int GetSpentAA() { return m_pp.aapoints_spent; }
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//old AA Methods
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void SendAAList();
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void ResetAA();
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void SendClearAA();
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void SendAA(uint32 id, int seq=1);
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@@ -776,7 +783,6 @@ public:
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void SetTitleSuffix(const char *txt);
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inline uint32 GetMaxAAXP(void) const { return max_AAXP; }
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inline uint32 GetAAXP() const { return m_pp.expAA; }
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void SendAAStats();
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void SendAATable();
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void SendAATimers();
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int GetAATimerID(aaID activate);
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@@ -790,10 +796,6 @@ public:
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inline uint32 GetAAPointsSpent() { return m_pp.aapoints_spent; }
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int16 CalcAAFocusEffect(focusType type, uint16 focus_spell, uint16 spell_id);
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int16 CalcAAFocus(focusType type, uint32 aa_ID, uint16 spell_id);
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void SetAAPoints(uint32 points) { m_pp.aapoints = points; SendAAStats(); }
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void AddAAPoints(uint32 points) { m_pp.aapoints += points; SendAAStats(); }
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int GetAAPoints() { return m_pp.aapoints; }
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int GetSpentAA() { return m_pp.aapoints_spent; }
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void RefundAA();
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void IncrementAA(int aa_id);
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int32 GetAAEffectDataBySlot(uint32 aa_ID, uint32 slot_id, bool GetEffect, bool GetBase1, bool GetBase2);
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