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Added id to spells so i can export them to lua correctly. Also made the lua_classes less messy by having them all derive from Lua_Ptr instead of reimplementing functionality
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@@ -1636,6 +1636,7 @@ void SharedDatabase::LoadSpells(void *data, int max_spells) {
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}
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++counter;
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sp[tempid].id = tempid;
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strn0cpy(sp[tempid].name, row[1], sizeof(sp[tempid].name));
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strn0cpy(sp[tempid].player_1, row[2], sizeof(sp[tempid].player_1));
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strn0cpy(sp[tempid].teleport_zone, row[3], sizeof(sp[tempid].teleport_zone));
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+1
-1
@@ -603,7 +603,7 @@ typedef enum {
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//
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struct SPDat_Spell_Struct
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{
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/* 000 */ //int id; // not used
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/* 000 */ int id; // not used
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/* 001 */ char name[64]; // Name of the spell
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/* 002 */ char player_1[32]; // "PLAYER_1"
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/* 003 */ char teleport_zone[64]; // Teleport zone, pet name summoned, or item summoned
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