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#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
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@@ -1520,11 +1520,15 @@ bool ZoneDatabase::LoadAAEffects2() {
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return true;
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}
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void Client::ResetAA(){
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RefundAA();
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uint32 i;
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for(i=0;i<MAX_PP_AA_ARRAY;i++){
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aa[i]->AA = 0;
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aa[i]->value = 0;
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m_pp.aa_array[MAX_PP_AA_ARRAY].AA = 0;
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m_pp.aa_array[MAX_PP_AA_ARRAY].value = 0;
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}
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std::map<uint32,uint8>::iterator itr;
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for(itr=aa_points.begin();itr!=aa_points.end();++itr)
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aa_points[itr->first] = 0;
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@@ -1537,7 +1541,11 @@ void Client::ResetAA(){
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m_pp.group_leadership_exp = 0;
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m_pp.raid_leadership_exp = 0;
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database.DeleteCharacterAAs(this->CharacterID());
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SaveAA();
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SendAATable();
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database.DeleteCharacterLeadershipAAs(this->CharacterID());
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Kick();
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}
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int Client::GroupLeadershipAAHealthEnhancement()
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