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[Loot] Remove from shared memory, simplification (#3988)
* First pass of pulling loot out of shared memory, functional * More code cleanup * More cleanup * More cleanup * More cleanup * Add loot reload type * Reload, logging * Update npc.h * Cleanup * Logging, don't load attempt to load loottable id 0 * Update worldserver.cpp * Update client.cpp * Update zone_loot.cpp * PR feedback * Update zone.cpp * Memory leak suggestion * Update CMakeLists.txt * Post rebase issues
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@@ -145,6 +145,7 @@ std::vector<Reload> reload_types = {
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Reload{.command = "ground_spawns", .opcode = ServerOP_ReloadGroundSpawns, .desc = "Ground Spawns"},
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Reload{.command = "level_mods", .opcode = ServerOP_ReloadLevelEXPMods, .desc = "Level Mods"},
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Reload{.command = "logs", .opcode = ServerOP_ReloadLogs, .desc = "Log Settings"},
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Reload{.command = "loot", .opcode = ServerOP_ReloadLoot, .desc = "Loot"},
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Reload{.command = "merchants", .opcode = ServerOP_ReloadMerchants, .desc = "Merchants"},
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Reload{.command = "npc_emotes", .opcode = ServerOP_ReloadNPCEmotes, .desc = "NPC Emotes"},
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Reload{.command = "objects", .opcode = ServerOP_ReloadObjects, .desc = "Objects"},
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@@ -1404,6 +1404,7 @@ void ZoneServer::HandleMessage(uint16 opcode, const EQ::Net::Packet &p) {
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case ServerOP_ReloadWorld:
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case ServerOP_ReloadZonePoints:
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case ServerOP_ReloadZoneData:
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case ServerOP_ReloadLoot:
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case ServerOP_RezzPlayerAccept:
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case ServerOP_SpawnStatusChange:
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case ServerOP_UpdateSpawn:
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