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Converted SkillType typedef enumeration to SkillUseTypes enumeration
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+26
-26
@@ -1446,7 +1446,7 @@ bool Client::OPCharCreate(char *name, CharCreate_Struct *cc)
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SetRacialLanguages( &pp ); // bUsh
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SetRaceStartingSkills( &pp ); // bUsh
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SetClassStartingSkills( &pp ); // bUsh
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pp.skills[SENSE_HEADING] = 200;
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pp.skills[SkillSenseHeading] = 200;
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// Some one fucking fix this to use a field name. -Doodman
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//pp.unknown3596[28] = 15; // @bp: This is to enable disc usage
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// strcpy(pp.servername, WorldConfig::get()->ShortName.c_str());
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@@ -1835,26 +1835,26 @@ void Client::SetClassStartingSkills( PlayerProfile_Struct *pp )
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{
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for(uint32 i = 0; i <= HIGHEST_SKILL; ++i) {
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if(pp->skills[i] == 0) {
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if(i >= SPECIALIZE_ABJURE && i <= SPECIALIZE_EVOCATION) {
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if(i >= SkillSpecializeAbjure && i <= SkillSpecializeEvocation) {
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continue;
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}
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if(i == MAKE_POISON ||
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i == TINKERING ||
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i == RESEARCH ||
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i == ALCHEMY ||
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i == BAKING ||
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i == TAILORING ||
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i == BLACKSMITHING ||
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i == FLETCHING ||
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i == BREWING ||
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i == POTTERY ||
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i == JEWELRY_MAKING ||
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i == BEGGING) {
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if(i == SkillMakePoison ||
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i == SkillTinkering ||
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i == SkillResearch ||
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i == SkillAlchemy ||
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i == SkillBaking ||
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i == SkillTailoring ||
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i == SkillBlacksmithing ||
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i == SkillFletching ||
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i == SkillBrewing ||
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i == SkillPottery ||
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i == SkillJewelryMaking ||
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i == SkillBegging) {
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continue;
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}
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pp->skills[i] = database.GetSkillCap(pp->class_, (SkillType)i, 1);
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pp->skills[i] = database.GetSkillCap(pp->class_, (SkillUseTypes)i, 1);
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}
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}
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}
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@@ -1878,41 +1878,41 @@ void Client::SetRaceStartingSkills( PlayerProfile_Struct *pp )
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}
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case DARK_ELF:
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{
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pp->skills[HIDE] = 50;
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pp->skills[SkillHide] = 50;
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break;
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}
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case FROGLOK:
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{
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pp->skills[SWIMMING] = 125;
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pp->skills[SkillSwimming] = 125;
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break;
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}
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case GNOME:
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{
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pp->skills[TINKERING] = 50;
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pp->skills[SkillTinkering] = 50;
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break;
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}
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case HALFLING:
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{
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pp->skills[HIDE] = 50;
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pp->skills[SNEAK] = 50;
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pp->skills[SkillHide] = 50;
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pp->skills[SkillSneak] = 50;
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break;
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}
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case IKSAR:
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{
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pp->skills[FORAGE] = 50;
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pp->skills[SWIMMING] = 100;
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pp->skills[SkillForage] = 50;
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pp->skills[SkillSwimming] = 100;
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break;
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}
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case WOOD_ELF:
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{
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pp->skills[FORAGE] = 50;
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pp->skills[HIDE] = 50;
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pp->skills[SkillForage] = 50;
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pp->skills[SkillHide] = 50;
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break;
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}
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case VAHSHIR:
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{
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pp->skills[SAFE_FALL] = 50;
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pp->skills[SNEAK] = 50;
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pp->skills[SkillSafeFall] = 50;
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pp->skills[SkillSneak] = 50;
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break;
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}
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}
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