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Exported client functions to lua, going to work on npc next
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@@ -750,6 +750,12 @@ public:
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inline uint32 GetAAPointsSpent() { return m_pp.aapoints_spent; }
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int16 CalcAAFocusEffect(focusType type, uint16 focus_spell, uint16 spell_id);
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int16 CalcAAFocus(focusType type, uint32 aa_ID, uint16 spell_id);
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void SetAAPoints(uint32 points) { m_pp.aapoints = points; SendAAStats(); }
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void AddAAPoints(uint32 points) { m_pp.aapoints += points; SendAAStats(); }
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int GetAAPoints() { return m_pp.aapoints; }
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int GetSpentAA() { return m_pp.aapoints_spent; }
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void RefundAA();
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void IncrementAA(int aa_id);
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int16 acmod();
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@@ -1015,6 +1021,9 @@ public:
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void DepopAllCorpses();
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void DepopPlayerCorpse(uint32 dbid);
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void BuryPlayerCorpses();
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uint32 GetCorpseCount() { return database.GetPlayerCorpseCount(CharacterID()); }
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uint32 GetCorpseID(int corpse) { return database.GetPlayerCorpseID(CharacterID(), corpse); }
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uint32 GetCorpseItemAt(int corpse_id, int slot_id) { return database.GetPlayerCorpseItemAt(corpse_id, slot_id); }
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void SuspendMinion();
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void Doppelganger(uint16 spell_id, Mob *target, const char *name_override, int pet_count, int pet_duration);
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void NotifyNewTitlesAvailable();
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