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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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+13
-3
@@ -256,18 +256,28 @@ public:
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void SavePetInfo(Client *c);
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void RemoveTempFactions(Client *c);
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/* Player Profile Loaders */
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/* Character Data Loaders */
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bool LoadCharacterFactionValues(uint32 character_id, faction_map & val_list);
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bool LoadCharacterSpellBook(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterMemmedSpells(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterLanguages(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterDisciplines(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterSkills(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterData(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterBindPoint(uint32 character_id, PlayerProfile_Struct* pp);
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/* Player Profile Saves */
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/* Character Data Saves */
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bool SaveCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
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bool SaveCharacterData(uint32 character_id, uint32 account_id, PlayerProfile_Struct* pp);
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bool SaveCharacterAA(uint32 character_id, uint32 aa_id, uint32 current_level);
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bool SaveCharacterSpellSwap(uint32 character_id, uint32 spell_id, uint32 from_slot, uint32 to_slot);
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bool SaveCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
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bool SaveCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
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/* Character Data Deletes */
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bool DeleteCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
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bool DeleteCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
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/*
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* Character Inventory
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