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"Untitled" by Anonymous [C/C++]Actions: |
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void WorldSession::HandleUnlearnSkillOpcode(WorldPacket& recv_data) { if(!_player->IsInWorld()) return; uint32 skill_line; uint32 points_remaining=_player->GetUInt32Value(PLAYER_CHARACTER_POINTS2); recv_data >> skill_line; // Cheater detection // if(!_player->HasSkillLine(skill_line)) return; // Remove any spells within that line that the player has _player->RemoveSpellsFromLine(skill_line); // Finally, remove the skill line. _player->_RemoveSkillLine(skill_line); //added by Zack : This is probably wrong or already made elsewhere : restore skill learnability if(points_remaining==_player->GetUInt32Value(PLAYER_CHARACTER_POINTS2)) { //we unlearned a skill so we enable a new one to be learned skilllineentry *sk=dbcSkillLine.LookupEntry(skill_line); if(!sk) return; if(sk->type==SKILL_TYPE_PROFESSION && points_remaining<2) _player->SetUInt32Value(PLAYER_CHARACTER_POINTS2,points_remaining+1); } } |