Fix database connection pointer bucket consistency

This commit is contained in:
Akkadius
2021-02-28 19:31:46 -06:00
parent 66f89416d5
commit 450c748299
8 changed files with 14 additions and 14 deletions
+3 -3
View File
@@ -74,7 +74,7 @@ Merc::Merc(const NPCType* d, float x, float y, float z, float heading)
int r;
for (r = 0; r <= EQ::skills::HIGHEST_SKILL; r++) {
skills[r] = database.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, GetLevel());
skills[r] = content_db.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, GetLevel());
}
size = d->size;
@@ -1180,12 +1180,12 @@ bool Merc::HasSkill(EQ::skills::SkillType skill_id) const {
}
bool Merc::CanHaveSkill(EQ::skills::SkillType skill_id) const {
return(database.GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)) > 0);
return(content_db.GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)) > 0);
//if you don't have it by max level, then odds are you never will?
}
uint16 Merc::MaxSkill(EQ::skills::SkillType skillid, uint16 class_, uint16 level) const {
return(database.GetSkillCap(class_, skillid, level));
return(content_db.GetSkillCap(class_, skillid, level));
}
void Merc::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {