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[Data Buckets] Implement scoped data buckets (#3498)
* [Data Buckets] Implement scoped data buckets * Update database_update_manifest.cpp * Update data_bucket.cpp * Update data_bucket.cpp * Update data_bucket.cpp * Update data_bucket.h * Update database_update_manifest.cpp * Add GetScopedDbFilters references * Scope transfer
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+3
-1
@@ -69,6 +69,7 @@ enum class eSpecialAttacks : int {
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ChaoticStab
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};
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class DataBucketKey;
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class Mob : public Entity {
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public:
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enum CLIENT_CONN_STATUS { CLIENT_CONNECTING, CLIENT_CONNECTED, CLIENT_LINKDEAD,
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@@ -1413,7 +1414,6 @@ public:
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void DeleteBucket(std::string bucket_name);
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std::string GetBucket(std::string bucket_name);
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std::string GetBucketExpires(std::string bucket_name);
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std::string GetBucketKey();
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std::string GetBucketRemaining(std::string bucket_name);
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void SetBucket(std::string bucket_name, std::string bucket_value, std::string expiration = "");
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@@ -1443,6 +1443,8 @@ public:
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void CalcHeroicBonuses(StatBonuses* newbon);
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DataBucketKey GetScopedBucketKeys();
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protected:
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void CommonDamage(Mob* other, int64 &damage, const uint16 spell_id, const EQ::skills::SkillType attack_skill, bool &avoidable, const int8 buffslot, const bool iBuffTic, eSpecialAttacks specal = eSpecialAttacks::None);
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static uint16 GetProcID(uint16 spell_id, uint8 effect_index);
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