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[Performance] Character bind is now bulk saved (#3338)
* [Performance] Character bind is now bulk saved * Fix bind heading
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+2
-2
@@ -304,7 +304,7 @@ struct CharacterCorpseItemEntry
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uint32 ornament_hero_model;
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};
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struct CharacterCorpseEntry
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struct CharacterCorpseEntry
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{
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bool locked;
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uint32 exp;
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@@ -446,7 +446,6 @@ public:
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bool SaveCharacterAA(uint32 character_id, uint32 aa_id, uint32 current_level, uint32 charges);
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bool SaveCharacterBandolier(uint32 character_id, uint8 bandolier_id, uint8 bandolier_slot, uint32 item_id, uint32 icon, const char* bandolier_name);
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bool SaveCharacterBindPoint(uint32 character_id, const BindStruct &bind, uint32 bind_number);
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bool SaveCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
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bool SaveCharacterData(Client* c, PlayerProfile_Struct* pp, ExtendedProfile_Struct* m_epp);
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bool SaveCharacterDisc(uint32 character_id, uint32 slot_id, uint32 disc_id);
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@@ -666,6 +665,7 @@ public:
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// bot database add-on to eliminate the need for a second database connection
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BotDatabase botdb;
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static void SaveCharacterBinds(Client *c);
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protected:
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void ZDBInitVars();
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