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Removed "Mercenary Debug:" from the Mercenary Log entries.
Resolved duplicate "You have no Mercenaries" messages when zoning without owning a Mercenary. Mercenaries should now always be able to unsuspend if the timer is up. More work on Mercenaries and Grouping to reduce bugs and redundant queries.
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+3
-3
@@ -7275,7 +7275,7 @@ void Client::SendMercPersonalInfo()
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stancecount += zone->merc_stance_list[GetMercInfo().MercTemplateID].size();
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if(stancecount > MAX_MERC_STANCES || mercCount > MAX_MERC || mercTypeCount > MAX_MERC_GRADES)
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{
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Log.Out(Logs::General, Logs::Mercenaries, "Mercenary Debug: SendMercPersonalInfo canceled: (%i) (%i) (%i)", stancecount, mercCount, mercTypeCount);
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Log.Out(Logs::General, Logs::Mercenaries, "SendMercPersonalInfo canceled: (%i) (%i) (%i)", stancecount, mercCount, mercTypeCount);
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SendMercMerchantResponsePacket(0);
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return;
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}
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@@ -7369,13 +7369,13 @@ void Client::SendMercPersonalInfo()
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return;
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}
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}
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Log.Out(Logs::General, Logs::Mercenaries, "Mercenary Debug: SendMercPersonalInfo Send Successful");
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Log.Out(Logs::General, Logs::Mercenaries, "SendMercPersonalInfo Send Successful");
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SendMercMerchantResponsePacket(0);
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}
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else
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{
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Log.Out(Logs::General, Logs::Mercenaries, "Mercenary Debug: SendMercPersonalInfo Send Failed Due to no MercData for %i", GetMercInfo().MercTemplateID);
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Log.Out(Logs::General, Logs::Mercenaries, "SendMercPersonalInfo Send Failed Due to no MercData for %i", GetMercInfo().MercTemplateID);
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}
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}
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