Added the following tables to player profile automatic conversion during world bootup:

`character_bind_home`;
`character_alternate_abilities`;
`character_currency`;
`character_data`;
`character_spells`;
`character_memmed_spells`;
`character_disciplines`;
This commit is contained in:
Akkadius
2014-08-31 05:52:36 -05:00
parent 5d8ea5752d
commit 8dda7ddd04
2 changed files with 265 additions and 130 deletions
+5 -24
View File
@@ -8786,31 +8786,15 @@ bool Client::FinishConnState2(DBAsyncWork* dbaw) {
if(!RuleB(Character, MaintainIntoxicationAcrossZones))
m_pp.intoxication = 0;
//uint32 aalen = database.GetPlayerAlternateAdv(account_id, name, &aa);
//if (aalen == 0) {
// std::cout << "Client dropped: !GetPlayerAlternateAdv, name=" << name << std::endl;
// return false;
//}
//////////////////////////////////////////////////////////// // Player Profile Packet
// Try to find the EQ ID for the guild, if doesnt exist, guild has been deleted.
// Clear memory, but leave it in the DB (no reason not to, guild might be restored?)
strcpy(name, m_pp.name);
strcpy(lastname, m_pp.last_name);
if((m_pp.x == -1 && m_pp.y == -1 && m_pp.z == -1)||(m_pp.x == -2 && m_pp.y == -2 && m_pp.z == -2)) {
m_pp.x = zone->safe_x();
m_pp.y = zone->safe_y();
m_pp.z = zone->safe_z();
}
//these now come from the database, and it is the authority.
if(class_ > 0)
m_pp.class_ = class_;
else
class_ = m_pp.class_;
class_ = m_pp.class_;
if(level > 0) {
if(m_pp.level != level) {
//they changed their level in the database... not ideal, but oh well..
@@ -8882,9 +8866,7 @@ bool Client::FinishConnState2(DBAsyncWork* dbaw) {
/* Load Guild */
if (!IsInAGuild()) {
m_pp.guild_id = GUILD_NONE;
}
if (!IsInAGuild()) { m_pp.guild_id = GUILD_NONE; }
else {
m_pp.guild_id = GuildID();
@@ -9483,8 +9465,7 @@ void Client::CompleteConnect() {
}
/* Sends appearances for all mobs not doing anim_stand aka sitting, looting, playing dead */
entity_list.SendZoneAppearance(this);
entity_list.SendZoneAppearance(this);
/* Sends the Nimbus particle effects (up to 3) for any mob using them */
entity_list.SendNimbusEffects(this);