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- Improved speed of character database conversion x1000 by changing query style
- Adjusted AA MySQL saves for 100x speed increase - Removed StoreCharacter lookup methods as they will no longer be necessary - Some other cleanup
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+5
-6
@@ -1035,8 +1035,7 @@ void Client::BuyAA(AA_Action* action)
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uint32 real_cost;
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std::map<uint32, AALevelCost_Struct>::iterator RequiredLevel = AARequiredLevelAndCost.find(action->ability);
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if(RequiredLevel != AARequiredLevelAndCost.end())
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{
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if(RequiredLevel != AARequiredLevelAndCost.end()) {
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real_cost = RequiredLevel->second.Cost;
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}
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else
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@@ -1064,8 +1063,10 @@ void Client::BuyAA(AA_Action* action)
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SendAATable();
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//we are building these messages ourself instead of using the stringID to work around patch discrepencies
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//these are AA_GAIN_ABILITY (410) & AA_IMPROVE (411), respectively, in both Titanium & SoF. not sure about 6.2
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/*
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We are building these messages ourself instead of using the stringID to work around patch discrepencies
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these are AA_GAIN_ABILITY (410) & AA_IMPROVE (411), respectively, in both Titanium & SoF. not sure about 6.2
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*/
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/* Initial purchase of an AA ability */
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if (cur_level < 1){
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@@ -1088,8 +1089,6 @@ void Client::BuyAA(AA_Action* action)
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}
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}
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SendAAStats();
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CalcBonuses();
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