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- Ported inspect_messages to character_inspect_messages
- Ported character leadership abilities to character_leadership_abilities - Removed player profile debug printing - Refactored total time entitled on account to load from the sum of time_played from all characters in character_data
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+5
-2
@@ -255,18 +255,19 @@ public:
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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 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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/* Character Data Saves */
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bool SaveCharacterBindPoint(uint32 character_id, uint32 zone_id, uint32 instance_id, float x, float y, float z, float heading, uint8 is_home);
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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 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);
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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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@@ -278,12 +279,14 @@ public:
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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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/* 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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/* Character Inventory */
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bool NoRentExpired(const char* name);
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