Moved effects to a vector since we dont need the random access by slot

This commit is contained in:
KimLS
2015-06-09 22:46:53 -07:00
parent 963eb91669
commit 8422ce6f25
3 changed files with 9 additions and 8 deletions
+7 -7
View File
@@ -2120,10 +2120,10 @@ void Client::SendAlternateAdvancementRank(int aa_id, int level) {
outapp->SetWritePosition(sizeof(AARankInfo_Struct));
for(auto effect : rank->effects) {
outapp->WriteSInt32(effect.second.effect_id);
outapp->WriteSInt32(effect.second.base1);
outapp->WriteSInt32(effect.second.base2);
outapp->WriteSInt32(effect.first);
outapp->WriteSInt32(effect.effect_id);
outapp->WriteSInt32(effect.base1);
outapp->WriteSInt32(effect.base2);
outapp->WriteSInt32(effect.slot);
}
for(auto prereq : rank->prereqs) {
@@ -2361,17 +2361,17 @@ bool ZoneDatabase::LoadAlternateAdvancementAbilities(std::unordered_map<int, std
for(auto row = results.begin(); row != results.end(); ++row) {
AA::RankEffect effect;
int rank_id = atoi(row[0]);
int slot = atoi(row[1]);
effect.slot = atoi(row[1]);
effect.effect_id = atoi(row[2]);
effect.base1 = atoi(row[3]);
effect.base2 = atoi(row[4]);
if(slot < 1 || slot > 12)
if(effect.slot < 1 || effect.slot > 12)
continue;
if(ranks.count(rank_id) > 0) {
AA::Rank *rank = ranks[rank_id].get();
rank->effects[slot] = effect;
rank->effects.push_back(effect);
}
}
} else {