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https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Maintenance command to retain defined special spells (#1024)
fixes a bug that caused the maintenance command to have bots lose the special spells
This commit is contained in:
@@ -122,6 +122,7 @@ public:
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static void InitTalentsByParsedSpecLink(Player* bot, std::vector<std::vector<uint32>> parsedSpecLink, bool reset);
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static void InitTalentsByParsedSpecLink(Player* bot, std::vector<std::vector<uint32>> parsedSpecLink, bool reset);
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void InitAvailableSpells();
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void InitAvailableSpells();
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void InitClassSpells();
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void InitClassSpells();
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void InitSpecialSpells();
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void InitEquipment(bool incremental, bool second_chance = false);
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void InitEquipment(bool incremental, bool second_chance = false);
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void InitPet();
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void InitPet();
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void InitAmmo();
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void InitAmmo();
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@@ -149,7 +150,6 @@ private:
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void InitSpells();
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void InitSpells();
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void ClearSpells();
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void ClearSpells();
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void ClearSkills();
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void ClearSkills();
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void InitSpecialSpells();
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void InitTalents(uint32 specNo);
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void InitTalents(uint32 specNo);
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void InitTalentsByTemplate(uint32 specNo);
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void InitTalentsByTemplate(uint32 specNo);
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void InitQuests(std::list<uint32>& questMap);
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void InitQuests(std::list<uint32>& questMap);
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@@ -174,6 +174,7 @@ bool MaintenanceAction::Execute(Event event)
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factory.InitClassSpells();
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factory.InitClassSpells();
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factory.InitAvailableSpells();
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factory.InitAvailableSpells();
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factory.InitSkills();
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factory.InitSkills();
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factory.InitSpecialSpells();
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factory.InitMounts();
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factory.InitMounts();
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factory.InitGlyphs(true);
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factory.InitGlyphs(true);
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if (bot->GetLevel() >= sPlayerbotAIConfig->minEnchantingBotLevel)
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if (bot->GetLevel() >= sPlayerbotAIConfig->minEnchantingBotLevel)
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