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Moved zonedatabase functions out of corpse.cpp
Conversion portion mostly complete Some header readability cleanup Some function renaming Struct renaming Many variable renaming MySQL error log for all of QueryDatabase Corpse table renaming Corpse table field renaming Most corpse database functions redone
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+3
-3
@@ -8456,7 +8456,7 @@ void command_setgraveyard(Client *c, const Seperator *sep)
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zoneid = database.GetZoneID(sep->arg[1]);
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if(zoneid > 0) {
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graveyard_id = database.NewGraveyardRecord(zoneid, t->GetX(), t->GetY(), t->GetZ(), t->GetHeading());
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graveyard_id = database.CreateGraveyardRecord(zoneid, t->GetX(), t->GetY(), t->GetZ(), t->GetHeading());
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if(graveyard_id > 0) {
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c->Message(0, "Successfuly added a new record for this graveyard!");
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@@ -8519,7 +8519,7 @@ void command_summonburriedplayercorpse(Client *c, const Seperator *sep)
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return;
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}
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Corpse* PlayerCorpse = database.SummonBurriedPlayerCorpse(t->CharacterID(), t->GetZoneID(), zone->GetInstanceID(), t->GetX(), t->GetY(), t->GetZ(), t->GetHeading());
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Corpse* PlayerCorpse = database.SummonBuriedCharacterCorpses(t->CharacterID(), t->GetZoneID(), zone->GetInstanceID(), t->GetX(), t->GetY(), t->GetZ(), t->GetHeading());
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if(!PlayerCorpse)
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c->Message(0, "Your target doesn't have any burried corpses.");
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@@ -8538,7 +8538,7 @@ void command_getplayerburriedcorpsecount(Client *c, const Seperator *sep)
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return;
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}
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uint32 CorpseCount = database.GetPlayerBurriedCorpseCount(t->CharacterID());
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uint32 CorpseCount = database.GetCharacterBuriedCorpseCount(t->CharacterID());
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if(CorpseCount > 0)
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c->Message(0, "Your target has a total of %u burried corpses.", CorpseCount);
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