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Implement OP_ClearAA and OP_ClearLeadershipAbilities for SoF+
This is nice since #resetaa will no longer require a kick
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1ac92c603e
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51b997aa27
@ -74,7 +74,9 @@ N(OP_CharacterCreateRequest),
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N(OP_CharInventory),
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N(OP_CharInventory),
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N(OP_Charm),
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N(OP_Charm),
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N(OP_ChatMessage),
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N(OP_ChatMessage),
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N(OP_ClearAA),
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N(OP_ClearBlockedBuffs),
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N(OP_ClearBlockedBuffs),
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N(OP_ClearLeadershipAbilities),
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N(OP_ClearNPCMarks),
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N(OP_ClearNPCMarks),
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N(OP_ClearObject),
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N(OP_ClearObject),
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N(OP_ClearSurname),
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N(OP_ClearSurname),
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14
zone/aa.cpp
14
zone/aa.cpp
@ -1471,6 +1471,7 @@ bool ZoneDatabase::LoadAAEffects2() {
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return true;
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return true;
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}
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}
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void Client::ResetAA(){
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void Client::ResetAA(){
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RefundAA();
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RefundAA();
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uint32 i;
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uint32 i;
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@ -1495,11 +1496,24 @@ void Client::ResetAA(){
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database.DeleteCharacterAAs(this->CharacterID());
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database.DeleteCharacterAAs(this->CharacterID());
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SaveAA();
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SaveAA();
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SendClearAA();
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SendAAList();
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SendAATable();
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SendAATable();
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SendAAStats();
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database.DeleteCharacterLeadershipAAs(this->CharacterID());
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database.DeleteCharacterLeadershipAAs(this->CharacterID());
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// undefined for these clients
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if (GetClientVersionBit & BIT_TitaniumAndEarlier)
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Kick();
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Kick();
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}
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}
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void Client::SendClearAA()
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{
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EQApplicationPacket *outapp = new EQApplicationPacket(OP_ClearLeadershipAbilities, 0);
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FastQueuePacket(&outapp);
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outapp = new EQApplicationPacket(OP_ClearAA, 0);
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FastQueuePacket(&outapp);
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}
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int Client::GroupLeadershipAAHealthEnhancement()
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int Client::GroupLeadershipAAHealthEnhancement()
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{
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{
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if (IsRaidGrouped()) {
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if (IsRaidGrouped()) {
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@ -755,6 +755,7 @@ public:
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//AA Methods
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//AA Methods
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void SendAAList();
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void SendAAList();
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void ResetAA();
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void ResetAA();
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void SendClearAA();
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void SendAA(uint32 id, int seq=1);
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void SendAA(uint32 id, int seq=1);
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void SendPreviousAA(uint32 id, int seq=1);
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void SendPreviousAA(uint32 id, int seq=1);
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void BuyAA(AA_Action* action);
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void BuyAA(AA_Action* action);
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