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Fix database connection pointer bucket consistency
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+3
-3
@@ -2505,7 +2505,7 @@ bool Client::CanHaveSkill(EQ::skills::SkillType skill_id) const {
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if (ClientVersion() < EQ::versions::ClientVersion::RoF2 && class_ == BERSERKER && skill_id == EQ::skills::Skill1HPiercing)
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skill_id = EQ::skills::Skill2HPiercing;
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return(database.GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)) > 0);
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return(content_db.GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)) > 0);
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//if you don't have it by max level, then odds are you never will?
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}
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@@ -2513,7 +2513,7 @@ uint16 Client::MaxSkill(EQ::skills::SkillType skillid, uint16 class_, uint16 lev
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if (ClientVersion() < EQ::versions::ClientVersion::RoF2 && class_ == BERSERKER && skillid == EQ::skills::Skill1HPiercing)
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skillid = EQ::skills::Skill2HPiercing;
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return(database.GetSkillCap(class_, skillid, level));
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return(content_db.GetSkillCap(class_, skillid, level));
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}
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uint8 Client::SkillTrainLevel(EQ::skills::SkillType skillid, uint16 class_)
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@@ -2521,7 +2521,7 @@ uint8 Client::SkillTrainLevel(EQ::skills::SkillType skillid, uint16 class_)
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if (ClientVersion() < EQ::versions::ClientVersion::RoF2 && class_ == BERSERKER && skillid == EQ::skills::Skill1HPiercing)
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skillid = EQ::skills::Skill2HPiercing;
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return(database.GetTrainLevel(class_, skillid, RuleI(Character, MaxLevel)));
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return(content_db.GetTrainLevel(class_, skillid, RuleI(Character, MaxLevel)));
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}
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uint16 Client::GetMaxSkillAfterSpecializationRules(EQ::skills::SkillType skillid, uint16 maxSkill)
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