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Migrate NPC spells, emotes, merchantlist [skip ci]
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+4
-4
@@ -2464,12 +2464,12 @@ bool NPC::AI_AddNPCSpells(uint32 iDBSpellsID) {
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AIautocastspell_timer->Disable();
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return false;
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}
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DBnpcspells_Struct* spell_list = database.GetNPCSpells(iDBSpellsID);
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DBnpcspells_Struct* spell_list = content_db.GetNPCSpells(iDBSpellsID);
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if (!spell_list) {
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AIautocastspell_timer->Disable();
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return false;
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}
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DBnpcspells_Struct* parentlist = database.GetNPCSpells(spell_list->parent_list);
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DBnpcspells_Struct* parentlist = content_db.GetNPCSpells(spell_list->parent_list);
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#if MobAI_DEBUG_Spells >= 10
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std::string debug_msg = StringFormat("Loading NPCSpells onto %s: dbspellsid=%u, level=%u", this->GetName(), iDBSpellsID, this->GetLevel());
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if (spell_list) {
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@@ -2636,13 +2636,13 @@ bool NPC::AI_AddNPCSpellsEffects(uint32 iDBSpellsEffectsID) {
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if (iDBSpellsEffectsID == 0)
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return false;
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DBnpcspellseffects_Struct* spell_effects_list = database.GetNPCSpellsEffects(iDBSpellsEffectsID);
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DBnpcspellseffects_Struct* spell_effects_list = content_db.GetNPCSpellsEffects(iDBSpellsEffectsID);
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if (!spell_effects_list) {
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return false;
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}
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DBnpcspellseffects_Struct* parentlist = database.GetNPCSpellsEffects(spell_effects_list->parent_list);
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DBnpcspellseffects_Struct* parentlist = content_db.GetNPCSpellsEffects(spell_effects_list->parent_list);
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uint32 i;
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#if MobAI_DEBUG_Spells >= 10
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