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https://github.com/ACEmulator/ACE
synced 2026-08-17 12:26:06 -04:00
There were 3 redundant values which were basically flags indicating if it's associated vital was actually used. However, in the cache.bin, any time a vital was present, it's associated flag was also set to 1. This is basically redundant. We can simplify this as follows. If the Vital != 0, it gets applied. If the Vital == 0, it doesn't get applied. I suspect they may have wanted the flag so they could leave a vital value in the db, but just have it disabled. We don't need this.
37 lines
1.4 KiB
C#
37 lines
1.4 KiB
C#
using System;
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using System.Collections.Generic;
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namespace ACE.Database.Models.World
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{
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public partial class RecipeMod
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{
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public RecipeMod()
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{
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RecipeModsBool = new HashSet<RecipeModsBool>();
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RecipeModsDID = new HashSet<RecipeModsDID>();
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RecipeModsFloat = new HashSet<RecipeModsFloat>();
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RecipeModsIID = new HashSet<RecipeModsIID>();
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RecipeModsInt = new HashSet<RecipeModsInt>();
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RecipeModsString = new HashSet<RecipeModsString>();
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}
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public uint Id { get; set; }
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public uint RecipeId { get; set; }
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public bool ExecutesOnSuccess { get; set; }
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public int Health { get; set; }
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public int Stamina { get; set; }
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public int Mana { get; set; }
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public bool Unknown7 { get; set; }
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public int DataId { get; set; }
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public int Unknown9 { get; set; }
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public int InstanceId { get; set; }
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public Recipe Recipe { get; set; }
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public ICollection<RecipeModsBool> RecipeModsBool { get; set; }
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public ICollection<RecipeModsDID> RecipeModsDID { get; set; }
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public ICollection<RecipeModsFloat> RecipeModsFloat { get; set; }
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public ICollection<RecipeModsIID> RecipeModsIID { get; set; }
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public ICollection<RecipeModsInt> RecipeModsInt { get; set; }
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public ICollection<RecipeModsString> RecipeModsString { get; set; }
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}
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}
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