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Quick fix to allow dev work to still happen on npc spells
This will allow a bit of overhead while developing NPC spell sets
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@@ -2669,7 +2669,7 @@ DBnpcspells_Struct* ZoneDatabase::GetNPCSpells(uint32 iDBSpellsID) {
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return nullptr;
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if (!npc_spells_cache) {
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npc_spells_maxid = GetMaxNPCSpellsID();
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npc_spells_maxid = GetMaxNPCSpellsID() + 50; // TODO: make this better, shitfix to allow dev work
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npc_spells_cache = new DBnpcspells_Struct*[npc_spells_maxid+1];
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npc_spells_loadtried = new bool[npc_spells_maxid+1];
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for (uint32 i=0; i<=npc_spells_maxid; i++) {
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