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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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@@ -546,8 +546,6 @@ void Client::Handle_Connect_OP_ZoneEntry(const EQApplicationPacket *app) {
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uint32 cid = CharacterID();
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character_id = cid; /* Global character_id reference */
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clock_t t = std::clock(); /* Function timer start */
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/* Flush and reload factions */
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database.RemoveTempFactions(this);
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database.LoadCharacterFactionValues(cid, factionvalues);
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@@ -605,8 +603,6 @@ void Client::Handle_Connect_OP_ZoneEntry(const EQApplicationPacket *app) {
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if (m_pp.item_tint[i].rgb.use_tint == 1 || m_pp.item_tint[i].rgb.use_tint == 255)
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m_pp.item_tint[i].rgb.use_tint = 0xFF;
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std::cout << "Character Data Load Took " << (((float)(std::clock() - t)) / CLOCKS_PER_SEC) << " seconds\n" << std::endl;
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if (level){ level = m_pp.level; }
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/* If GM, not trackable */
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