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Add Buff infrastructure to go through different logic paths from different patches (#5073)
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@@ -45,6 +45,8 @@
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#include <iostream>
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#include "client_version.h"
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extern QueryServ* QServ;
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extern Zone* zone;
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extern volatile bool is_zone_loaded;
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@@ -1031,7 +1033,7 @@ uint8 Client::WithCustomer(uint16 NewCustomer){
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return 0;
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}
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void Client::OPRezzAnswer(uint32 Action, uint32 SpellID, uint16 ZoneID, uint16 InstanceID, float x, float y, float z)
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void Client::OPRezzAnswer(uint32 Action, int32 SpellID, uint16 ZoneID, uint16 InstanceID, float x, float y, float z)
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{
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if(PendingRezzXP < 0) {
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// pendingrezexp is set to -1 if we are not expecting an OP_RezzAnswer
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@@ -1046,7 +1048,7 @@ void Client::OPRezzAnswer(uint32 Action, uint32 SpellID, uint16 ZoneID, uint16 I
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// corpse is in has shutdown since the rez spell was cast.
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database.MarkCorpseAsResurrected(PendingRezzDBID);
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LogSpells("Player [{}] got a [{}] Rezz spellid [{}] in zone[{}] instance id [{}]",
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name, (uint16)spells[SpellID].base_value[0],
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name, spells[SpellID].base_value[0],
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SpellID, ZoneID, InstanceID);
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const bool use_old_resurrection = (
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@@ -1059,7 +1061,7 @@ void Client::OPRezzAnswer(uint32 Action, uint32 SpellID, uint16 ZoneID, uint16 I
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)
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);
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const uint16 resurrection_sickness_spell_id = (
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const int32 resurrection_sickness_spell_id = (
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use_old_resurrection ?
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RuleI(Character, OldResurrectionSicknessSpellID) :
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RuleI(Character, ResurrectionSicknessSpellID)
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@@ -2307,11 +2309,7 @@ void Client::ClearHover()
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entity_list.QueueClients(this, outapp, false);
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safe_delete(outapp);
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if (IsClient() && CastToClient()->ClientVersionBit() & EQ::versions::maskUFAndLater)
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{
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EQApplicationPacket *outapp = MakeBuffsPacket(false);
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CastToClient()->FastQueuePacket(&outapp);
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}
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ClientPatch::SendFullBuffRefresh(this);
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dead = false;
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}
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