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[8098] Support uint32 spell ids in code.
* Propertly work with uint32 spell ids in player action bar * Fix in same time bug with not save equipment set button with id==0 * Merge misc field in character_action and playercreateinfo_action to action field as 3 byte * Propertly load uint32 spell ids from character_spell * Fixed types for some pet/creature related structure for spell id storing.
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21 changed files with 638 additions and 565 deletions
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@ -2404,8 +2404,8 @@ void ObjectMgr::LoadPlayerInfo()
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// Load playercreate actions
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{
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// 0 1 2 3 4 5
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QueryResult *result = WorldDatabase.Query("SELECT race, class, button, action, type, misc FROM playercreateinfo_action");
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// 0 1 2 3 4
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QueryResult *result = WorldDatabase.Query("SELECT race, class, button, action, type FROM playercreateinfo_action");
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uint32 count = 0;
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@ -2440,10 +2440,7 @@ void ObjectMgr::LoadPlayerInfo()
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}
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PlayerInfo* pInfo = &playerInfo[current_race][current_class];
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pInfo->action[0].push_back(fields[2].GetUInt16());
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pInfo->action[1].push_back(fields[3].GetUInt16());
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pInfo->action[2].push_back(fields[4].GetUInt16());
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pInfo->action[3].push_back(fields[5].GetUInt16());
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pInfo->action.push_back(PlayerCreateInfoAction(fields[2].GetUInt8(),fields[3].GetUInt32(),fields[4].GetUInt8()));
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bar.step();
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++count;
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