#resetaa now covers the function of #resetaa and #refundaa

#resetaa will wipe all AA data, refund the spent points into the available points and send character to character select properly
Removed #refundaa
Removed a lot of debug code for blob conversion
Changed status logging for loads/saves to Debug category
This commit is contained in:
akkadius
2014-09-22 01:00:28 -05:00
parent 837b9b7ec7
commit c26a6959e4
7 changed files with 35 additions and 45 deletions
+8
View File
@@ -1520,11 +1520,15 @@ bool ZoneDatabase::LoadAAEffects2() {
return true;
}
void Client::ResetAA(){
RefundAA();
uint32 i;
for(i=0;i<MAX_PP_AA_ARRAY;i++){
aa[i]->AA = 0;
aa[i]->value = 0;
m_pp.aa_array[MAX_PP_AA_ARRAY].AA = 0;
m_pp.aa_array[MAX_PP_AA_ARRAY].value = 0;
}
std::map<uint32,uint8>::iterator itr;
for(itr=aa_points.begin();itr!=aa_points.end();++itr)
aa_points[itr->first] = 0;
@@ -1537,7 +1541,11 @@ void Client::ResetAA(){
m_pp.group_leadership_exp = 0;
m_pp.raid_leadership_exp = 0;
database.DeleteCharacterAAs(this->CharacterID());
SaveAA();
SendAATable();
database.DeleteCharacterLeadershipAAs(this->CharacterID());
Kick();
}
int Client::GroupLeadershipAAHealthEnhancement()