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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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+5
-19
@@ -120,14 +120,7 @@ public:
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AA::Ability *GetAlternateAdvancementAbilityByRank(int rank_id);
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AA::Rank *GetAlternateAdvancementRank(int rank_id);
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//old AA
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void LoadAAs();
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int GetTotalAAs() { return totalAAs; }
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SendAA_Struct* GetAABySequence(uint32 seq) { return aas[seq]; }
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SendAA_Struct* FindAA(uint32 id);
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uint8 GetTotalAALevels(uint32 skill_id);
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void LoadZoneDoors(const char* zone, int16 version);
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void LoadZoneDoors(const char* zone, int16 version);
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bool LoadZoneObjects();
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bool LoadGroundSpawns();
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void ReloadStaticData();
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@@ -202,6 +195,10 @@ public:
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char *adv_data;
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bool did_adventure_actions;
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//new AA
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std::unordered_map<int, std::unique_ptr<AA::Ability>> aa_abilities;
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std::unordered_map<int, std::unique_ptr<AA::Rank>> aa_ranks;
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void DoAdventureCountIncrease();
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void DoAdventureAssassinationCountIncrease();
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void DoAdventureActions();
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@@ -322,17 +319,6 @@ private:
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int totalBS;
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ZoneSpellsBlocked *blocked_spells;
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public:
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//new AA
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std::unordered_map<int, std::unique_ptr<AA::Ability>> aa_abilities;
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std::unordered_map<int, std::unique_ptr<AA::Rank>> aa_ranks;
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private:
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//old AA
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int totalAAs;
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SendAA_Struct **aas; //array of AA structs
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/*
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Spawn related things
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*/
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