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converted spell id's to integers and made the internal representation 322-bit
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@@ -480,7 +480,7 @@ struct NewZone_Struct {
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*/
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struct MemorizeSpell_Struct {
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uint32 slot; // Spot in the spell book/memorized slot
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uint32 spell_id; // Spell id (200 or c8 is minor healing, etc)
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int32 spell_id; // Spell id (200 or c8 is minor healing, etc)
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uint32 scribing; // 1 if memorizing a spell, set to 0 if scribing to book, 2 if un-memming
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uint32 reduction; // lowers reuse
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};
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@@ -517,7 +517,7 @@ struct ManaChange_Struct
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{
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/*00*/ uint32 new_mana; // New Mana AMount
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/*04*/ uint32 stamina;
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/*08*/ uint32 spell_id;
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/*08*/ int32 spell_id;
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/*12*/ uint8 keepcasting; // won't stop the cast. Change mana while casting?
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/*13*/ uint8 padding[3]; // client doesn't read it, garbage data seems like
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/*16*/ int32 slot; // -1 for normal usage slot for when we want silent interrupt? I think it does timer stuff or something. Linked Spell Reuse interrupt uses it
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@@ -535,14 +535,14 @@ struct BeginCast_Struct
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{
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// len = 8
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/*004*/ uint16 caster_id;
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/*006*/ uint16 spell_id;
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/*006*/ int16 spell_id;
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/*016*/ uint32 cast_time; // in miliseconds
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};
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struct CastSpell_Struct
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{
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uint32 slot;
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uint32 spell_id;
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int32 spell_id;
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uint32 inventoryslot; // slot for clicky item, 0xFFFF = normal cast
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uint32 target_id;
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uint8 cs_unknown[4];
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@@ -571,7 +571,7 @@ struct SpellBuff_Struct
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/*001*/ uint8 level; // Seen 1 for no buff
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/*002*/ uint8 bard_modifier;
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/*003*/ uint8 unknown003; // MQ2 used to call this "damage shield" -- don't see client referencing it, so maybe server side DS type tracking?
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/*004*/ uint32 spellid;
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/*004*/ int32 spellid;
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/*008*/ uint32 duration;
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/*012*/ uint32 counters;
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/*016*/ uint32 unknown016;
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@@ -1266,7 +1266,7 @@ struct CombatDamage_Struct
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/* 00 */ uint16 target;
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/* 02 */ uint16 source;
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
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/* 05 */ uint16 spellid;
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/* 05 */ int16 spellid;
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/* 07 */ int32 damage;
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/* 11 */ float force; // cd cc cc 3d
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/* 15 */ float hit_heading; // see above notes in Action_Struct
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@@ -1301,7 +1301,7 @@ struct Death_Struct
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/*004*/ uint32 killer_id;
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/*008*/ uint32 corpseid; // was corpseid
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/*012*/ uint32 attack_skill; // was type
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/*016*/ uint32 spell_id;
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/*016*/ int32 spell_id;
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/*020*/ uint32 bindzoneid; //bindzoneid?
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/*024*/ uint32 damage;
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/*028*/ uint32 unknown028;
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@@ -2534,7 +2534,7 @@ struct Resurrect_Struct {
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char your_name[64];
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uint32 unknown88;
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char rezzer_name[64];
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uint32 spellid;
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int32 spellid;
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char corpse_name[64];
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uint32 action;
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/* 228 */
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@@ -3787,7 +3787,7 @@ struct SendAA_Struct {
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/*0037*/ uint32 prereq_skill; //is < 0, abs() is category #
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/*0041*/ uint32 prereq_minpoints; //min points in the prereq
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/*0045*/ uint32 type;
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/*0049*/ uint32 spellid;
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/*0049*/ int32 spellid;
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/*0053*/ uint32 spell_type;
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/*0057*/ uint32 spell_refresh;
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/*0061*/ uint32 classes;
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