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[Cleanup] Cleanup classes.cpp/classes.h (#3752)
* [Cleanup] Cleanup classes.cpp/classes.h # Notes - Remove unused methods and cleanup logic. * Update classes.cpp * Final push.
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+4
-4
@@ -1808,7 +1808,7 @@ bool SharedDatabase::LoadSkillCaps(const std::string &prefix) {
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}
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void SharedDatabase::LoadSkillCaps(void *data) {
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const uint32 class_count = PLAYER_CLASS_COUNT;
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const uint32 class_count = Class::PLAYER_CLASS_COUNT;
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const uint32 skill_count = EQ::skills::HIGHEST_SKILL + 1;
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const uint32 level_count = HARD_LEVEL_CAP + 1;
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uint16 *skill_caps_table = static_cast<uint16*>(data);
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@@ -1848,7 +1848,7 @@ uint16 SharedDatabase::GetSkillCap(uint8 Class_, EQ::skills::SkillType Skill, ui
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SkillMaxLevel = RuleI(Character, MaxLevel);
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}
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const uint32 class_count = PLAYER_CLASS_COUNT;
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const uint32 class_count = Class::PLAYER_CLASS_COUNT;
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const uint32 skill_count = EQ::skills::HIGHEST_SKILL + 1;
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const uint32 level_count = HARD_LEVEL_CAP + 1;
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if(Class_ > class_count || static_cast<uint32>(Skill) > skill_count || Level > level_count) {
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@@ -1878,7 +1878,7 @@ uint8 SharedDatabase::GetTrainLevel(uint8 Class_, EQ::skills::SkillType Skill, u
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SkillMaxLevel = RuleI(Character, MaxLevel);
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}
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const uint32 class_count = PLAYER_CLASS_COUNT;
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const uint32 class_count = Class::PLAYER_CLASS_COUNT;
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const uint32 skill_count = EQ::skills::HIGHEST_SKILL + 1;
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const uint32 level_count = HARD_LEVEL_CAP + 1;
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if(Class_ > class_count || static_cast<uint32>(Skill) > skill_count || Level > level_count) {
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@@ -2061,7 +2061,7 @@ void SharedDatabase::LoadSpells(void *data, int max_spells) {
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sp[tempid].environment_type=Strings::ToInt(row[102]);
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sp[tempid].time_of_day=Strings::ToInt(row[103]);
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for(y=0; y < PLAYER_CLASS_COUNT;y++)
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for(y=0; y < Class::PLAYER_CLASS_COUNT;y++)
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sp[tempid].classes[y]=Strings::ToInt(row[104+y]);
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sp[tempid].casting_animation=Strings::ToInt(row[120]);
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