Fixes pet action bar loading wrong data.
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@@ -60,6 +60,7 @@ namespace Game.Entities
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public void InitPetActionBar()
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public void InitPetActionBar()
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{
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{
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// the first 3 SpellOrActions are attack, follow and stay
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// the first 3 SpellOrActions are attack, follow and stay
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for (byte i = 0; i < SharedConst.ActionBarIndexPetSpellStart - SharedConst.ActionBarIndexStart; ++i)
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for (byte i = 0; i < SharedConst.ActionBarIndexPetSpellStart - SharedConst.ActionBarIndexStart; ++i)
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SetActionBar((byte)(SharedConst.ActionBarIndexStart + i), (uint)CommandStates.Attack - i, ActiveStates.Command);
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SetActionBar((byte)(SharedConst.ActionBarIndexStart + i), (uint)CommandStates.Attack - i, ActiveStates.Command);
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@@ -247,10 +248,11 @@ namespace Game.Entities
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if (tokens.Length != (SharedConst.ActionBarIndexEnd - SharedConst.ActionBarIndexStart) * 2)
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if (tokens.Length != (SharedConst.ActionBarIndexEnd - SharedConst.ActionBarIndexStart) * 2)
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return; // non critical, will reset to default
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return; // non critical, will reset to default
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for (byte index = SharedConst.ActionBarIndexStart; index < SharedConst.ActionBarIndexEnd; ++index)
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byte index = 0;
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for (byte i = 0; i < tokens.Length && index < SharedConst.ActionBarIndexEnd; ++i, ++index)
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{
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{
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ActiveStates type = tokens[index++].ToEnum<ActiveStates>();
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ActiveStates type = tokens[i++].ToEnum<ActiveStates>();
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uint action = uint.Parse(tokens[index]);
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uint action = uint.Parse(tokens[i]);
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PetActionBar[index].SetActionAndType(action, type);
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PetActionBar[index].SetActionAndType(action, type);
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