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Added the following tables to player profile automatic conversion during world bootup:
`character_bind_home`; `character_alternate_abilities`; `character_currency`; `character_data`; `character_spells`; `character_memmed_spells`; `character_disciplines`;
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+5
-24
@@ -8786,31 +8786,15 @@ bool Client::FinishConnState2(DBAsyncWork* dbaw) {
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if(!RuleB(Character, MaintainIntoxicationAcrossZones))
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m_pp.intoxication = 0;
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//uint32 aalen = database.GetPlayerAlternateAdv(account_id, name, &aa);
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//if (aalen == 0) {
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// std::cout << "Client dropped: !GetPlayerAlternateAdv, name=" << name << std::endl;
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// return false;
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//}
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//////////////////////////////////////////////////////////// // Player Profile Packet
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// Try to find the EQ ID for the guild, if doesnt exist, guild has been deleted.
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// Clear memory, but leave it in the DB (no reason not to, guild might be restored?)
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strcpy(name, m_pp.name);
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strcpy(lastname, m_pp.last_name);
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if((m_pp.x == -1 && m_pp.y == -1 && m_pp.z == -1)||(m_pp.x == -2 && m_pp.y == -2 && m_pp.z == -2)) {
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m_pp.x = zone->safe_x();
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m_pp.y = zone->safe_y();
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m_pp.z = zone->safe_z();
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}
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//these now come from the database, and it is the authority.
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if(class_ > 0)
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m_pp.class_ = class_;
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else
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class_ = m_pp.class_;
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class_ = m_pp.class_;
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if(level > 0) {
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if(m_pp.level != level) {
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//they changed their level in the database... not ideal, but oh well..
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@@ -8882,9 +8866,7 @@ bool Client::FinishConnState2(DBAsyncWork* dbaw) {
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/* Load Guild */
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if (!IsInAGuild()) {
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m_pp.guild_id = GUILD_NONE;
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}
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if (!IsInAGuild()) { m_pp.guild_id = GUILD_NONE; }
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else {
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m_pp.guild_id = GuildID();
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@@ -9483,8 +9465,7 @@ void Client::CompleteConnect() {
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}
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/* Sends appearances for all mobs not doing anim_stand aka sitting, looting, playing dead */
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entity_list.SendZoneAppearance(this);
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entity_list.SendZoneAppearance(this);
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/* Sends the Nimbus particle effects (up to 3) for any mob using them */
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entity_list.SendNimbusEffects(this);
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