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Partial implementation of leadership in raids
Currently working: stat bonuses and client side only effects Currently not working: Mark NPC and others that need more server side work Currently only tested on UF, Ti and 62 may work, but not tested SoF, SoD, and RoF need packet translators, which are most likely the same as UF
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@@ -214,6 +214,12 @@ public:
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void ClearRaidDetails(uint32 rid = 0);
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uint32 GetRaidID(const char* name);
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const char *GetRaidLeaderName(uint32 rid);
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void GetGroupLeadershipInfo(uint32 gid, uint32 rid, char* maintank = nullptr, char* assist = nullptr, char* puller = nullptr, char *marknpc = nullptr,
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GroupLeadershipAA_Struct* GLAA = nullptr);
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void GetRaidLeadershipInfo(uint32 rid, char* maintank = nullptr, char* assist = nullptr, char* puller = nullptr, char *marknpc = nullptr,
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RaidLeadershipAA_Struct* RLAA = nullptr);
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void SetRaidGroupLeaderInfo(uint32 gid, uint32 rid);
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void ClearRaidLeader(uint32 gid = 0xFFFFFFFF, uint32 rid = 0);
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bool CheckDatabaseConversions();
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@@ -273,6 +279,7 @@ private:
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*/
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void ClearAllRaids();
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void ClearAllRaidDetails();
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void ClearAllRaidLeaders();
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};
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#endif
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