Removing ProgressBars as they are performing badly on startup.
[**************************************************] 100% R.I.P --HG-- branch : trunk
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@@ -18,7 +18,6 @@
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#include "DatabaseEnv.h"
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#include "Log.h"
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#include "ProgressBar.h"
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#include "World.h"
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#include "Util.h"
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#include "SkillDiscovery.h"
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@@ -55,14 +54,11 @@ void LoadSkillDiscoveryTable()
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if (!result)
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{
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barGoLink bar(1);
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bar.step();
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sLog.outErrorDb(">> Loaded 0 skill discovery definitions. DB table `skill_discovery_template` is empty.");
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sLog.outString();
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return;
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}
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barGoLink bar(result->GetRowCount());
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uint32 count = 0;
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std::ostringstream ssNonDiscoverableEntries;
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@@ -71,7 +67,6 @@ void LoadSkillDiscoveryTable()
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do
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{
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Field *fields = result->Fetch();
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bar.step();
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uint32 spellId = fields[0].GetUInt32();
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int32 reqSkillOrSpell = fields[1].GetInt32();
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@@ -19,7 +19,6 @@
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#include "SkillExtraItems.h"
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#include "DatabaseEnv.h"
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#include "Log.h"
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#include "ProgressBar.h"
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#include "Player.h"
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#include <map>
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@@ -61,20 +60,16 @@ void LoadSkillExtraItemTable()
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if (!result)
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{
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barGoLink bar(1);
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bar.step();
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sLog.outErrorDb(">> Loaded 0 spell specialization definitions. DB table `skill_extra_item_template` is empty.");
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sLog.outString();
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return;
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}
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barGoLink bar(result->GetRowCount());
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uint32 count = 0;
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do
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{
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Field *fields = result->Fetch();
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bar.step();
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uint32 spellId = fields[0].GetUInt32();
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