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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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@@ -2015,6 +2015,14 @@ void WorldServer::HandleMessage(uint16 opcode, const EQ::Net::Packet &p)
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player_event_logs.ReloadSettings();
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break;
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}
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case ServerOP_ReloadLoot:
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{
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if (zone && zone->IsLoaded()) {
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zone->SendReloadMessage("Loot");
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zone->ReloadLootTables();
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}
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break;
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}
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case ServerOP_ReloadMerchants: {
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if (zone && zone->IsLoaded()) {
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zone->SendReloadMessage("Merchants");
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@@ -3508,11 +3516,6 @@ void WorldServer::HandleMessage(uint16 opcode, const EQ::Net::Packet &p)
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LogError("Loading items failed!");
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}
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LogInfo("Loading loot tables");
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if (!content_db.LoadLoot(hotfix_name)) {
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LogError("Loading loot failed!");
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}
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LogInfo("Loading skill caps");
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if (!content_db.LoadSkillCaps(std::string(hotfix_name))) {
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LogError("Loading skill caps failed!");
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