Remove BaseEvent::worldObjectCount
Remove BaseActor::count
Use foreach loops in packets and processors
Remove redundant "&" in CellController::get().getCell() calls
The terms "plugins" and "mods" were used interchangeably to refer to collections of server scripts, which was bound to cause confusion later on, especially with client data files frequently being referred to as "plugins" and "mods" as well.
Moreover, the server configuration file now starts its manual ordering with "Module1" for consistency with the pluginlist.json (soon to be dataFileList.json) of the CoreScripts.
There's no way SetAttributeModifier() was going to make sense if, say, a player had drunk 3 different potions fortifying the same attribute and was wearing equipment fortifying it as well. How would one change the sum modifier of those while accounting for each specific effect's duration and magnitude?
The only workable solution is to allow the server to clear the modifier.
Previously, whenever a single attribute value changed for a player, that player then sent a PlayerAttribute packet with all values for all 8 attributes.
This did not cause anywhere as much packet spam as PlayerSkill used to, but there was no good reason not to fix it as well.
Previously, whenever a single skill value changed for a player, that player then sent a PlayerSkill packet with all values for all 27 skills, plus the player's progress towards the next level and the bonuses to each attribute on the next level up as the result of sklll increases thus far.
This commit makes PlayerSkill contain only the values of specific skills, moves the player's progress towards the next level to PlayerLevel packets, and moves the bonuses to each attribute on the next level up to PlayerAttribute packets.
Players now also send a PlayerSkill packet whenever their progress towards a new point in a skill changes. This was previously avoided so as to not have massive packet spam.