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C++ Proffession compile fail error

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Hamar

BETA Tester
seems that you have missed a bracket on lines 153,
try copy pasting this script, it's the same

Code:
#include "Language.h"
class Professions_NPC : public CreatureScript
{
public:
    Professions_NPC () : CreatureScript("Professions_NPC") {}

    bool OnGossipHello(Player *pPlayer, Creature* _creature)
    {
        pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Alchemy", GOSSIP_SENDER_MAIN, SKILL_ALCHEMY);
        pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Blacksmithing", GOSSIP_SENDER_MAIN, SKILL_BLACKSMITHING);
        pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Leatherworking", GOSSIP_SENDER_MAIN, SKILL_LEATHERWORKING);
        pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Tailoring", GOSSIP_SENDER_MAIN, SKILL_TAILORING);
        pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Engineering", GOSSIP_SENDER_MAIN, SKILL_ENGINEERING);
        pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Enchanting", GOSSIP_SENDER_MAIN, SKILL_ENCHANTING);
        pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Jewelcrafting", GOSSIP_SENDER_MAIN, SKILL_JEWELCRAFTING);
        pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Inscription", GOSSIP_SENDER_MAIN, SKILL_INSCRIPTION);
        pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Cooking", GOSSIP_SENDER_MAIN, SKILL_COOKING);
        pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "First Aid", GOSSIP_SENDER_MAIN, SKILL_FIRST_AID);
        pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Herbalism", GOSSIP_SENDER_MAIN, SKILL_HERBALISM);
        pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Skinning", GOSSIP_SENDER_MAIN, SKILL_SKINNING);
        pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Mining", GOSSIP_SENDER_MAIN, SKILL_MINING);

        pPlayer->PlayerTalkClass->SendGossipMenu(907, _creature->GetGUID());
        return true;
    }

    bool OnGossipSelect(Player* pPlayer, Creature* _creature, uint32 uiSender, uint32 SKILL)
    {
        pPlayer->PlayerTalkClass->ClearMenus();

        if (uiSender == GOSSIP_SENDER_MAIN)
        {
            if(pPlayer->HasSkill(SKILL))
                pPlayer->GetSession()->SendNotification("You already have that skill");
            else
                CompleteLearnProfession(pPlayer, (SkillType)SKILL);
        }
        OnGossipHello(pPlayer, _creature);
        return true;
    }

    bool IsSecondarySkill(SkillType skill) const
    {
        return skill == SKILL_COOKING || skill == SKILL_FIRST_AID;
    }

    void CompleteLearnProfession(Player *pPlayer, SkillType skill)
    {
        if (PlayerAlreadyHasTwoProfessions(pPlayer) && !IsSecondarySkill(skill))
            pPlayer->GetSession()->SendNotification("You already know two professions!");
        else
        {
            if (!LearnAllRecipesInProfession(pPlayer, skill))
                pPlayer->GetSession()->SendNotification("Internal error occured!");
        }
    }

    bool LearnAllRecipesInProfession(Player* pPlayer, SkillType skill)
    {
        const char* skill_name;
        SkillLineEntry const *SkillInfo = sSkillLineStore.LookupEntry(skill);
        skill_name = SkillInfo->name[ChatHandler(pPlayer->GetSession()).GetSessionDbcLocale()];

        if (!SkillInfo)
        {
            sLog->outError(LOG_FILTER_PLAYER_SKILLS, "Profession NPC: received non-valid skill ID (LearnAllRecipesInProfession)");
            return false;
        }

        LearnSkillRecipesHelper(pPlayer, SkillInfo->id);

        pPlayer->SetSkill(SkillInfo->id, pPlayer->GetSkillStep(SkillInfo->id), 450, 450);
        ChatHandler(pPlayer->GetSession()).PSendSysMessage(LANG_COMMAND_LEARN_ALL_RECIPES, skill_name);

        return true;
    }

    bool PlayerAlreadyHasTwoProfessions(Player *pPlayer)
    {
        uint32 skillCount = 0;

        if (pPlayer->HasSkill(SKILL_MINING))
            skillCount++;
        if (pPlayer->HasSkill(SKILL_SKINNING))
            skillCount++;
        if (pPlayer->HasSkill(SKILL_HERBALISM))
            skillCount++;

        if (skillCount >= 2)
            return true;

        for (uint32 i = 1; i < sSkillLineStore.GetNumRows(); ++i)
        {
            SkillLineEntry const *SkillInfo = sSkillLineStore.LookupEntry(i);
            if (!SkillInfo)
                continue;

            if (SkillInfo->categoryId == SKILL_CATEGORY_SECONDARY)
                continue;

            if ((SkillInfo->categoryId != SKILL_CATEGORY_PROFESSION) || !SkillInfo->canLink)
                continue;

            const uint32 skillID = SkillInfo->id;
            if (pPlayer->HasSkill(skillID))
                skillCount++;

            if (skillCount >= 2)
                return true;
        }

        return false;
    }

    void LearnSkillRecipesHelper(Player *player, uint32 skill_id)
    {
        uint32 classmask = player->getClassMask();

        for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j)
        {
            SkillLineAbilityEntry const *skillLine = sSkillLineAbilityStore.LookupEntry(j);
            if (!skillLine)
                continue;

            // wrong skill
            if (skillLine->skillId != skill_id)
                continue;

            // not high rank
            if (skillLine->forward_spellid)
                continue;

            // skip racial skills
            if (skillLine->racemask != 0)
                continue;

            // skip wrong class skills
            if (skillLine->classmask && (skillLine->classmask & classmask) == 0)
                continue;

            SpellInfo const * spellInfo = sSpellMgr->GetSpellInfo(skillLine->spellId);
            if (!spellInfo || !SpellMgr::IsSpellValid(spellInfo, player, false))
                continue;

            player->learnSpell(skillLine->spellId, false);
        }
    }
};

void AddSC_Professions_NPC()
{
    new Professions_NPC();
}
 
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