*Cleanup, search through the talent map instead of spell chains for talent ranks during spec swaps.
Also properly set talent state upon talent reset, and only reset talents that exist in the active spec. Refs #367, #326 --HG-- branch : trunk
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@@ -255,8 +255,8 @@ class TRINITY_DLL_SPEC Item : public Object
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bool IsLimitedToAnotherMapOrZone( uint32 cur_mapId, uint32 cur_zoneId) const;
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bool GemsFitSockets() const;
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uint32 GetCount() const { return GetUInt32Value (ITEM_FIELD_STACK_COUNT); }
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void SetCount(uint32 value) { SetUInt32Value (ITEM_FIELD_STACK_COUNT, value); }
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uint32 GetCount() const { return GetUInt32Value(ITEM_FIELD_STACK_COUNT); }
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void SetCount(uint32 value) { SetUInt32Value(ITEM_FIELD_STACK_COUNT, value); }
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uint32 GetMaxStackCount() const { return GetProto()->GetMaxStackSize(); }
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uint8 GetGemCountWithID(uint32 GemID) const;
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uint8 GetGemCountWithLimitCategory(uint32 limitCategory) const;
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@@ -264,7 +264,7 @@ class TRINITY_DLL_SPEC Item : public Object
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uint8 GetSlot() const {return m_slot;}
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Bag *GetContainer() { return m_container; }
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uint8 GetBagSlot() const;
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void SetSlot(uint8 slot) {m_slot = slot;}
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void SetSlot(uint8 slot) { m_slot = slot; }
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uint16 GetPos() const { return uint16(GetBagSlot()) << 8 | GetSlot(); }
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void SetContainer(Bag *container) { m_container = container; }
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