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[7067] Move inactive form/stance passive spells from playercreateinfo_spell to spell_learn_spell with active field.
This let have in `playercreateinfo_spell` only expected at character creating spells for simplify updating.
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6165da2b3a
commit
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12 changed files with 2742 additions and 2724 deletions
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@ -1690,7 +1690,8 @@ void SpellMgr::LoadSpellLearnSpells()
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{
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mSpellLearnSpells.clear(); // need for reload case
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QueryResult *result = WorldDatabase.Query("SELECT entry, SpellID FROM spell_learn_spell");
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// 0 1 2
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QueryResult *result = WorldDatabase.Query("SELECT entry, SpellID, Active FROM spell_learn_spell");
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if(!result)
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{
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barGoLink bar( 1 );
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@ -1714,6 +1715,7 @@ void SpellMgr::LoadSpellLearnSpells()
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SpellLearnSpellNode node;
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node.spell = fields[1].GetUInt32();
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node.active = fields[2].GetBool();
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node.autoLearned= false;
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if(!sSpellStore.LookupEntry(spell_id))
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@ -1750,6 +1752,7 @@ void SpellMgr::LoadSpellLearnSpells()
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{
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SpellLearnSpellNode dbc_node;
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dbc_node.spell = entry->EffectTriggerSpell[i];
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dbc_node.active = true; // all dbc based learned spells is active (show in spell book or hide by client itself)
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// ignore learning not existed spells (broken/outdated/or generic learnig spell 483
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if(!sSpellStore.LookupEntry(dbc_node.spell))
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