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Implement extra bind points (secondary recall)
For SE_Gate, base2 is which bind to use (starting at 1)
For SE_BindAffinity, base1 is which bind to set (starting at 1)
For SE_GateCastersBindpoint, base1 is which bind to use (starting at 1)
here was actually no spells that don't send to the main bind,
but it uses a base1 of 1 which matches with SE_Gate
This also doesn't break anything
The quest stuff for now hasn't been updated to be able to make use of the extra binds
There are a total of 5 bind points, with the 5th being your starting city
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+2
-2
@@ -636,11 +636,11 @@ bool Database::SaveCharacterCreate(uint32 character_id, uint32 account_id, Playe
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);
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auto results = QueryDatabase(query);
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/* Save Bind Points */
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query = StringFormat("REPLACE INTO `character_bind` (id, zone_id, instance_id, x, y, z, heading, is_home)"
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query = StringFormat("REPLACE INTO `character_bind` (id, zone_id, instance_id, x, y, z, heading, slot)"
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" VALUES (%u, %u, %u, %f, %f, %f, %f, %i), "
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"(%u, %u, %u, %f, %f, %f, %f, %i)",
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character_id, pp->binds[0].zoneId, 0, pp->binds[0].x, pp->binds[0].y, pp->binds[0].z, pp->binds[0].heading, 0,
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character_id, pp->binds[4].zoneId, 0, pp->binds[4].x, pp->binds[4].y, pp->binds[4].z, pp->binds[4].heading, 1
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character_id, pp->binds[4].zoneId, 0, pp->binds[4].x, pp->binds[4].y, pp->binds[4].z, pp->binds[4].heading, 4
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); results = QueryDatabase(query);
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/* Save Skills */
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