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Merge from master
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+1
-1
@@ -272,7 +272,7 @@ bool Database::DeleteAccount(const char* name) {
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}
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bool Database::SetLocalPassword(uint32 accid, const char* password) {
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std::string query = StringFormat("UPDATE `account` SET `password` = MD5('%s') where id=%i;", password, accid);
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std::string query = StringFormat("UPDATE account SET password=MD5('%s') where id=%i;", EscapeString(password).c_str(), accid);
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auto results = QueryDatabase(query);
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+2
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@@ -1582,13 +1582,12 @@ int8 ItemInst::AvailableAugmentSlot(int32 augtype) const
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bool ItemInst::IsAugmentSlotAvailable(int32 augtype, uint8 slot) const {
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if (m_item->ItemClass != ItemClassCommon || !m_item)
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return -1;
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return false;
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if ((!GetItem(slot) && m_item->AugSlotVisible[slot]) && augtype == -1 || (m_item->AugSlotType[slot] && ((1 << (m_item->AugSlotType[slot] - 1)) & augtype))) {
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return true;
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}
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return false;
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return false;
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}
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// Retrieve item inside container
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@@ -212,10 +212,6 @@ RULE_REAL ( Map, FixPathingZMaxDeltaMoving, 20 ) //at runtime while pathing: max
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RULE_REAL ( Map, FixPathingZMaxDeltaWaypoint, 20 ) //at runtime at each waypoint: max change in Z to allow the BestZ code to apply.
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RULE_REAL ( Map, FixPathingZMaxDeltaSendTo, 20 ) //at runtime in SendTo: max change in Z to allow the BestZ code to apply.
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RULE_REAL ( Map, FixPathingZMaxDeltaLoading, 45 ) //while loading each waypoint: max change in Z to allow the BestZ code to apply.
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RULE_BOOL ( Map, UseClosestZ, false) // Move mobs to the nearest Z above or below, rather than just the nearest below.
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// Only set UseClosestZ true if all your .map files generated from EQGs were created
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// with azone2.
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//
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RULE_INT ( Map, FindBestZHeightAdjust, 1) // Adds this to the current Z before seeking the best Z position
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RULE_CATEGORY_END()
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