refactor: replace unique_ptr to shared_ptr
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@@ -24,7 +24,7 @@ namespace Interlude
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SkillFactory() = delete;
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virtual ~SkillFactory() = default;
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std::unique_ptr<Entities::Skill> Create(const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
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std::shared_ptr<Entities::Skill> Create(const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
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{
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const auto data = m_L2GameData.GetMSData(skillId, level);
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@@ -34,7 +34,7 @@ namespace Interlude
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const auto description = data && data->description ? data->description : L"";
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const auto iconEntry = data ? m_FName.GetEntry(data->iconNameIndex) : nullptr;
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return std::make_unique<Entities::Skill>(
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return std::make_shared<Entities::Skill>(
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skillId,
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static_cast<uint8_t>(level),
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isActive != 1,
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