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[Spells] Focus related functions to use int32 instead of int16
Need to increase from int16 to int32 when calculating focus due it causing issues with returning spell ids for some effects which can easily be over the int16 limit. CalcAAFocus and CalcFocusEffect were doing all math in int16 also, no reason not to increase to int32.
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@@ -272,7 +272,7 @@ protected:
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void AddItemBonuses(const EQ::ItemData *item, StatBonuses* newbon);
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int CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat);
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int16 GetFocusEffect(focusType type, uint16 spell_id);
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int32 GetFocusEffect(focusType type, uint16 spell_id);
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std::vector<MercSpell> merc_spells;
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std::map<uint32,MercTimer> timers;
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