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Fix void Database::GetCharName(uint32 char_id, char* name)
Increased MAX_PP_SPELLBOOK to 720 for UF/RoF Increased MAX_PP_MEMSPELL to 12 Implemented up to 12 spell slots Fix for public_note default value in bool BaseGuildManager::DBSetGuild(uint32 charid, uint32 guild_id, uint8 rank) Updated all CastSpell entries to use the appropriate slot type defines located now in zone/common.h Fixed Guild Loading from character_data Fixed #guild list Refactored Merchantlist loading Refactored Temp Merchantlist loading Gutted most of dbasync Added: LoadCharacterSpellBook(uint32 character_id, PlayerProfile_Struct* pp); LoadCharacterMemmedSpells(uint32 character_id, PlayerProfile_Struct* pp); LoadCharacterLanguages(uint32 character_id, PlayerProfile_Struct* pp); LoadCharacterBindPoint(uint32 character_id, PlayerProfile_Struct* pp); SaveCharacterSpellSwap(uint32 character_id, uint32 spell_id, uint32 from_slot, uint32 to_slot); SaveCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id); SaveCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id); DeleteCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id); DeleteCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id); Removed Zone::LoadTempMerchantData_result(MYSQL_RES* result) Removed Zone::LoadMerchantData_result(MYSQL_RES* result) Removed SharedDatabase::GetPlayerProfile Removed SharedDatabase::SetPlayerProfile Removed SharedDatabase::SetPlayerProfile_MQ Removed Zone::DBAWComplete(uint8 workpt_b1, DBAsyncWork* dbaw) from zone.cpp
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+1
-6
@@ -37,6 +37,7 @@ class Client;
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#include "../common/item_struct.h"
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#include "../common/clientversions.h"
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#include "common.h"
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#include "zonedb.h"
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#include "errno.h"
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#include "mob.h"
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@@ -102,11 +103,6 @@ enum { //scribing argument to MemorizeSpell
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memSpellSpellbar = 3
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};
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#define USE_ITEM_SPELL_SLOT 10
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#define POTION_BELT_SPELL_SLOT 11
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#define DISCIPLINE_SPELL_SLOT 10
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#define ABILITY_SPELL_SLOT 9
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//Modes for the zoning state of the client.
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typedef enum {
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ZoneToSafeCoords, // Always send ZonePlayerToBind_Struct to client: Succor/Evac
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@@ -239,7 +235,6 @@ public:
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void KeyRingList();
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virtual bool IsClient() const { return true; }
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virtual void DBAWComplete(uint8 workpt_b1, DBAsyncWork* dbaw);
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bool FinishConnState2(DBAsyncWork* dbaw);
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void CompleteConnect();
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bool TryStacking(ItemInst* item, uint8 type = ItemPacketTrade, bool try_worn = true, bool try_cursor = true);
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void SendTraderPacket(Client* trader, uint32 Unknown72 = 51);
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