The client will often display hard-coded level 1 starting stats no matter what you code into the server and enter into the database. I haven't tested to see if it corrects to what the server tells it at level two.
I'd say the very easiest thing to do in that method would simply be to add a return statement after the very first opening brace. Hehe.
Code:
void Client::SetClassStartingSkills(PlayerProfile_Struct *pp)
{
return;
for (uint32 i = 0; i <= HIGHEST_SKILL; ++i) {
if (pp->skills[i] == 0) {
// Skip specialized, tradeskills (fishing excluded), Alcohol Tolerance, and Bind Wound
if (EQEmu::IsSpecializedSkill((SkillUseTypes)i) ||
(EQEmu::IsTradeskill((SkillUseTypes)i) && i != SkillFishing) ||
i == SkillAlcoholTolerance || i == SkillBindWound)
continue;
pp->skills[i] = database.GetSkillCap(pp->class_, (SkillUseTypes)i, 1);
}
}
}
But that's assuming you're okay with getting 1359 compilation warnings instead of 1358. :P