#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
-4
View File
@@ -546,8 +546,6 @@ void Client::Handle_Connect_OP_ZoneEntry(const EQApplicationPacket *app) {
uint32 cid = CharacterID();
character_id = cid; /* Global character_id reference */
clock_t t = std::clock(); /* Function timer start */
/* Flush and reload factions */
database.RemoveTempFactions(this);
database.LoadCharacterFactionValues(cid, factionvalues);
@@ -605,8 +603,6 @@ void Client::Handle_Connect_OP_ZoneEntry(const EQApplicationPacket *app) {
if (m_pp.item_tint[i].rgb.use_tint == 1 || m_pp.item_tint[i].rgb.use_tint == 255)
m_pp.item_tint[i].rgb.use_tint = 0xFF;
std::cout << "Character Data Load Took " << (((float)(std::clock() - t)) / CLOCKS_PER_SEC) << " seconds\n" << std::endl;
if (level){ level = m_pp.level; }
/* If GM, not trackable */