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[Character] Convert Character Corpses to Repositories (#3941)
* asdsa * Final push * Update character_corpses_repository.h * Update character_corpses_repository.h * Update zonedb.cpp * Update zonedb.cpp * Final push * Update character_corpses_repository.h
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+25
-26
@@ -476,32 +476,31 @@ public:
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bool RestoreCharacterInvSnapshot(uint32 character_id, uint32 timestamp);
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/* Corpses */
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bool DeleteItemOffCharacterCorpse(uint32 db_id, uint32 equip_slot, uint32 item_id);
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bool LoadCharacterCorpseData(uint32 corpse_id, CharacterCorpseEntry &corpse);
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Corpse* LoadCharacterCorpse(uint32 player_corpse_id);
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Corpse* SummonBuriedCharacterCorpses(uint32 char_id, uint32 dest_zoneid, uint16 dest_instanceid, const glm::vec4& position);
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void MarkCorpseAsRezzed(uint32 dbid);
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bool GetDecayTimes(npcDecayTimes_Struct* npcCorpseDecayTimes);
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bool BuryCharacterCorpse(uint32 dbid);
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bool BuryAllCharacterCorpses(uint32 charid);
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bool DeleteCharacterCorpse(uint32 dbid);
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bool SummonAllCharacterCorpses(uint32 char_id, uint32 dest_zoneid, uint16 dest_instanceid, const glm::vec4& position);
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int CountCharacterCorpses(uint32 char_id);
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int CountCharacterCorpsesByZoneID(uint32 char_id, uint32 zone_id);
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bool UnburyCharacterCorpse(uint32 dbid, uint32 new_zoneid, uint16 dest_instanceid, const glm::vec4& position);
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bool LoadCharacterCorpses(uint32 iZoneID, uint16 iInstanceID);
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uint32 GetCharacterCorpseDecayTimer(uint32 corpse_db_id);
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uint32 GetCharacterBuriedCorpseCount(uint32 char_id);
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uint32 SendCharacterCorpseToGraveyard(uint32 dbid, uint32 zoneid, uint16 instanceid, const glm::vec4& position);
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uint32 SaveCharacterCorpse(uint32 charid, const char* charname, uint32 zoneid, uint16 instanceid, const CharacterCorpseEntry& corpse, const glm::vec4& position, uint32 guildid);
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uint32 UpdateCharacterCorpse(uint32 dbid, uint32 charid, const char* charname, uint32 zoneid, uint16 instanceid, const CharacterCorpseEntry& corpse, const glm::vec4& position, uint32 guildid, bool rezzed = false);
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uint32 UpdateCharacterCorpseConsent(uint32 charid, uint32 guildid);
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uint32 GetFirstCorpseID(uint32 char_id);
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uint32 GetCharacterCorpseCount(uint32 char_id);
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uint32 GetCharacterCorpseID(uint32 char_id, uint8 corpse);
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uint32 GetCharacterCorpseItemAt(uint32 corpse_id, uint16 slot_id);
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uint32 GetPlayerCorpseTimeLeft(uint8 corpse, uint8 type);
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void SendCharacterCorpseToNonInstance(uint32 corpse_db_id);
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bool BuryAllCharacterCorpses(uint32 character_id);
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bool BuryCharacterCorpse(uint32 corpse_id);
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int64 CountCharacterCorpses(uint32 character_id);
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int64 CountCharacterCorpsesByZoneID(uint32 character_id, uint32 zone_id);
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bool DeleteCharacterCorpse(uint32 corpse_id);
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bool DeleteItemOffCharacterCorpse(uint32 corpse_id, uint32 slot_id, uint32 item_id);
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uint32 GetCharacterBuriedCorpseCount(uint32 character_id);
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int64 GetCharacterCorpseCount(uint32 character_id);
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uint32 GetCharacterCorpseDecayTimer(uint32 corpse_id);
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uint32 GetCharacterCorpseID(uint32 character_id, uint8 corpse_limit);
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uint32 GetCharacterCorpseItemAt(uint32 corpse_id, uint16 slot_id);
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bool GetDecayTimes(npcDecayTimes_Struct* npc_decay_times);
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uint32 GetFirstCorpseID(uint32 character_id);
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Corpse* LoadCharacterCorpse(uint32 corpse_id);
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bool LoadCharacterCorpseData(uint32 corpse_id, CharacterCorpseEntry &corpse);
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bool LoadCharacterCorpses(uint32 zone_id, uint16 instance_id);
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void MarkCorpseAsResurrected(uint32 corpse_id);
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uint32 SaveCharacterCorpse(uint32 character_id, const std::string& name, uint32 zone_id, uint16 instance_id, const CharacterCorpseEntry& c, const glm::vec4& position, uint32 guild_consent_id);
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uint32 SendCharacterCorpseToGraveyard(uint32 corpse_id, uint32 zone_id, uint16 instance_id, glm::vec4& position);
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void SendCharacterCorpseToNonInstance(uint32 corpse_id);
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Corpse* SummonBuriedCharacterCorpses(uint32 character_id, uint32 zone_id, uint16 instance_id, const glm::vec4& position);
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bool SummonAllCharacterCorpses(uint32 character_id, uint32 zone_id, uint16 instance_id, const glm::vec4& position);
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bool UnburyCharacterCorpse(uint32 corpse_id, uint32 zone_id, uint16 instance_id, const glm::vec4& position);
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uint32 UpdateCharacterCorpse(uint32 corpse_id, uint32 character_id, const std::string& name, uint32 zone_id, uint16 instance_id, const CharacterCorpseEntry& c, const glm::vec4& position, uint32 guild_consent_id, bool is_resurrected = false);
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uint32 UpdateCharacterCorpseConsent(uint32 character_id, uint32 guild_consent_id);
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/* Faction */
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bool GetNPCFactionList(uint32 npcfaction_id, int32* faction_id, int32* value, uint8* temp, int32* primary_faction = 0);
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