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Fix database connection pointer bucket consistency
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+3
-3
@@ -74,7 +74,7 @@ Merc::Merc(const NPCType* d, float x, float y, float z, float heading)
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int r;
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for (r = 0; r <= EQ::skills::HIGHEST_SKILL; r++) {
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skills[r] = database.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, GetLevel());
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skills[r] = content_db.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, GetLevel());
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}
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size = d->size;
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@@ -1180,12 +1180,12 @@ bool Merc::HasSkill(EQ::skills::SkillType skill_id) const {
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}
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bool Merc::CanHaveSkill(EQ::skills::SkillType skill_id) const {
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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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uint16 Merc::MaxSkill(EQ::skills::SkillType skillid, uint16 class_, uint16 level) const {
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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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void Merc::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
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