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UnburyCharacterCorpse converted to xyz_heading
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@ -3796,7 +3796,7 @@ Corpse* ZoneDatabase::SummonBuriedCharacterCorpses(uint32 char_id, uint32 dest_z
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entity_list.AddCorpse(corpse);
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corpse->SetDecayTimer(RuleI(Character, CorpseDecayTimeMS));
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corpse->Spawn();
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if (!UnburyCharacterCorpse(corpse->GetDBID(), dest_zone_id, dest_instance_id, position.m_X, position.m_Y, position.m_Z, position.m_Heading))
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if (!UnburyCharacterCorpse(corpse->GetDBID(), dest_zone_id, dest_instance_id, position))
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LogFile->write(EQEMuLog::Error, "Unable to unbury a summoned player corpse for character id %u.", char_id);
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}
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@ -3842,15 +3842,18 @@ bool ZoneDatabase::SummonAllCharacterCorpses(uint32 char_id, uint32 dest_zone_id
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return (CorpseCount > 0);
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}
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bool ZoneDatabase::UnburyCharacterCorpse(uint32 db_id, uint32 new_zone_id, uint16 new_instance_id, float new_x, float new_y, float new_z, float new_heading) {
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std::string query = StringFormat(
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"UPDATE `character_corpses` SET `is_buried` = 0, `zone_id` = %u, `instance_id` = %u, `x` = %f, `y` = %f, `z` = %f, `heading` = %f, `time_of_death` = Now(), `was_at_graveyard` = 0 WHERE `id` = %u",
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new_zone_id, new_instance_id, new_x, new_y, new_z, new_heading, db_id
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);
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bool ZoneDatabase::UnburyCharacterCorpse(uint32 db_id, uint32 new_zone_id, uint16 new_instance_id, const xyz_heading& position) {
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std::string query = StringFormat("UPDATE `character_corpses` "
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"SET `is_buried` = 0, `zone_id` = %u, `instance_id` = %u, "
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"`x` = %f, `y` = %f, `z` = %f, `heading` = %f, "
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"`time_of_death` = Now(), `was_at_graveyard` = 0 "
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"WHERE `id` = %u",
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new_zone_id, new_instance_id,
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position.m_X, position.m_Y, position.m_Z, position.m_Heading, db_id);
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auto results = QueryDatabase(query);
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if (results.Success() && results.RowsAffected() != 0){
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if (results.Success() && results.RowsAffected() != 0)
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return true;
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}
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return false;
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}
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@ -305,7 +305,7 @@ public:
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bool DeleteCharacterCorpse(uint32 dbid);
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bool SummonAllCharacterCorpses(uint32 char_id, uint32 dest_zoneid, uint16 dest_instanceid, const xyz_heading& position);
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bool SummonAllGraveyardCorpses(uint32 cur_zoneid, uint32 dest_zoneid, uint16 dest_instanceid, const xyz_heading& position);
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bool UnburyCharacterCorpse(uint32 dbid, uint32 new_zoneid, uint16 dest_instanceid, float new_x, float new_y, float new_z, float new_heading);
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bool UnburyCharacterCorpse(uint32 dbid, uint32 new_zoneid, uint16 dest_instanceid, const xyz_heading& position);
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bool LoadCharacterCorpses(uint32 iZoneID, uint16 iInstanceID);
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bool DeleteGraveyard(uint32 zone_id, uint32 graveyard_id);
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uint32 GetCharacterCorpseDecayTimer(uint32 corpse_db_id);
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