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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
-12
@@ -343,18 +343,7 @@ public:
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/* AAs New */
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bool LoadAlternateAdvancementAbilities(std::unordered_map<int, std::unique_ptr<AA::Ability>> &abilities,
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std::unordered_map<int, std::unique_ptr<AA::Rank>> &ranks);
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/* AAs Old */
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bool LoadAAEffects();
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bool LoadAAEffects2();
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bool LoadSwarmSpells();
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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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uint32 CountAAs();
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void LoadAAs(SendAA_Struct **load);
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uint32 CountAAEffects();
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void FillAAEffects(SendAA_Struct* aa_struct);
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bool LoadAlternateAdvancement(Client *c);
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/* Zone related */
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bool GetZoneCFG(uint32 zoneid, uint16 instance_id, NewZone_Struct *data, bool &can_bind, bool &can_combat, bool &can_levitate, bool &can_castoutdoor, bool &is_city, bool &is_hotzone, bool &allow_mercs, uint8 &zone_type, int &ruleset, char **map_filename);
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