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More texture / ornamentation work - export SetPrimaryWeaponOrnamentation and SetSecondaryWeaponOrnamentation to Perl / Lua
This commit is contained in:
+41
-39
@@ -271,7 +271,12 @@ public:
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void DeleteBuyLines(uint32 CharID);
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void UpdateBuyLine(uint32 CharID, uint32 BuySlot, uint32 Quantity);
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/* General Character Related Stuff */
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/**
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************************************************
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* Character
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************************************************
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*/
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bool SetServerFilters(char* name, ServerSideFilters_Struct *ssfs);
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uint32 GetServerFilters(char* name, ServerSideFilters_Struct *ssfs);
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@@ -284,46 +289,43 @@ public:
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void RemoveTempFactions(Client *c);
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void UpdateItemRecastTimestamps(uint32 char_id, uint32 recast_type, uint32 timestamp);
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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, ExtendedProfile_Struct* m_epp);
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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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bool LoadCharacterMaterialColor(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterBandolier(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterPotions(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterLeadershipAA(uint32 character_id, PlayerProfile_Struct* pp);
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bool DeleteCharacterAAs(uint32 character_id);
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bool DeleteCharacterBandolier(uint32 character_id, uint32 band_id);
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bool DeleteCharacterDisc(uint32 character_id, uint32 slot_id);
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bool DeleteCharacterDye(uint32 character_id);
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bool DeleteCharacterLeadershipAAs(uint32 character_id);
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bool DeleteCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
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bool DeleteCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
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/* Character Data Saves */
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bool SaveCharacterBindPoint(uint32 character_id, const BindStruct &bind, uint32 bind_num);
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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, ExtendedProfile_Struct* m_epp);
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bool SaveCharacterAA(uint32 character_id, uint32 aa_id, uint32 current_level, uint32 charges);
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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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bool SaveCharacterMaterialColor(uint32 character_id, uint32 slot_id, uint32 color);
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bool SaveCharacterSkill(uint32 character_id, uint32 skill_id, uint32 value);
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bool SaveCharacterLanguage(uint32 character_id, uint32 lang_id, uint32 value);
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bool SaveCharacterDisc(uint32 character_id, uint32 slot_id, uint32 disc_id);
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bool SaveCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp);
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bool SaveCharacterBandolier(uint32 character_id, uint8 bandolier_id, uint8 bandolier_slot, uint32 item_id, uint32 icon, const char* bandolier_name);
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bool SaveCharacterPotionBelt(uint32 character_id, uint8 potion_id, uint32 item_id, uint32 icon);
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bool SaveCharacterLeadershipAA(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterBandolier(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterBindPoint(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterData(uint32 character_id, PlayerProfile_Struct* pp, ExtendedProfile_Struct* m_epp);
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bool LoadCharacterDisciplines(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterFactionValues(uint32 character_id, faction_map & val_list);
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bool LoadCharacterLanguages(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterLeadershipAA(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterMaterialColor(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterMemmedSpells(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterPotions(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterSkills(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterSpellBook(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp);
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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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bool DeleteCharacterDisc(uint32 character_id, uint32 slot_id);
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bool DeleteCharacterBandolier(uint32 character_id, uint32 band_id);
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bool DeleteCharacterLeadershipAAs(uint32 character_id);
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bool DeleteCharacterAAs(uint32 character_id);
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bool DeleteCharacterDye(uint32 character_id);
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bool SaveCharacterAA(uint32 character_id, uint32 aa_id, uint32 current_level, uint32 charges);
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bool SaveCharacterBandolier(uint32 character_id, uint8 bandolier_id, uint8 bandolier_slot, uint32 item_id, uint32 icon, const char* bandolier_name);
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bool SaveCharacterBindPoint(uint32 character_id, const BindStruct &bind, uint32 bind_num);
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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, ExtendedProfile_Struct* m_epp);
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bool SaveCharacterDisc(uint32 character_id, uint32 slot_id, uint32 disc_id);
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bool SaveCharacterLanguage(uint32 character_id, uint32 lang_id, uint32 value);
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bool SaveCharacterLeadershipAA(uint32 character_id, PlayerProfile_Struct* pp);
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bool SaveCharacterMaterialColor(uint32 character_id, uint32 slot_id, uint32 color);
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bool SaveCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
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bool SaveCharacterPotionBelt(uint32 character_id, uint8 potion_id, uint32 item_id, uint32 icon);
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bool SaveCharacterSkill(uint32 character_id, uint32 skill_id, uint32 value);
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bool SaveCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
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bool SaveCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp);
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/* Character Inventory */
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bool NoRentExpired(const char* name);
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