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Corpse Class Private scope variables renamed for understandability across the source
Removed ThrowDBError from the source Implemented MySQL query error log at the root of the MySQL API Readability changes
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+19
-18
@@ -52,21 +52,21 @@ public:
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void LoadPlayerCorpseDecayTime(uint32 dbid);
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bool IsCorpse() const { return true; }
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bool IsPlayerCorpse() const { return p_PlayerCorpse; }
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bool IsNPCCorpse() const { return !p_PlayerCorpse; }
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bool IsPlayerCorpse() const { return is_player_corpse; }
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bool IsNPCCorpse() const { return !is_player_corpse; }
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bool IsBecomeNPCCorpse() const { return become_npc; }
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bool Process();
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bool Save();
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uint32 GetCharID() { return charid; }
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uint32 SetCharID(uint32 iCharID) { if (IsPlayerCorpse()) { return (charid = iCharID); } return 0xFFFFFFFF; };
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uint32 GetCharID() { return char_id; }
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uint32 SetCharID(uint32 iCharID) { if (IsPlayerCorpse()) { return (char_id = iCharID); } return 0xFFFFFFFF; };
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uint32 GetDecayTime() { if (!corpse_decay_timer.Enabled()) return 0xFFFFFFFF; else return corpse_decay_timer.GetRemainingTime(); }
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uint32 GetResTime() { if (!corpse_res_timer.Enabled()) return 0; else return corpse_res_timer.GetRemainingTime(); }
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void CalcCorpseName();
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inline void Lock() { pLocked = true; }
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inline void UnLock() { pLocked = false; }
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inline bool IsLocked() { return pLocked; }
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inline void ResetLooter() { BeingLootedBy = 0xFFFFFFFF; }
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inline bool IsBeingLooted() { return (BeingLootedBy != 0xFFFFFFFF); }
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inline void Lock() { is_locked = true; }
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inline void UnLock() { is_locked = false; }
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inline bool IsLocked() { return is_locked; }
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inline void ResetLooter() { being_looted_by = 0xFFFFFFFF; }
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inline bool IsBeingLooted() { return (being_looted_by != 0xFFFFFFFF); }
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inline uint32 GetDBID() { return corpse_db_id; }
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inline char* GetOwnerName() { return orgname;}
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@@ -98,8 +98,8 @@ public:
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bool Summon(Client* client, bool spell, bool CheckDistance);
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void CastRezz(uint16 spellid, Mob* Caster);
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void CompleteRezz();
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void SetPKItem(int32 id) { pkitem = id; }
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int32 GetPKItem() { return pkitem; }
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void SetPKItem(int32 id) { player_kill_item = id; }
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int32 GetPKItem() { return player_kill_item; }
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bool CanMobLoot(int charid);
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void AllowMobLoot(Mob *them, uint8 slot);
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void AddLooter(Mob *who);
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@@ -120,24 +120,25 @@ protected:
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std::list<uint32> MoveItemToCorpse(Client *client, ItemInst *item, int16 equipslot);
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private:
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bool p_PlayerCorpse; bool pIsChanged;
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bool pLocked;
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int32 pkitem;
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bool is_player_corpse;
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bool is_corpse_changed;
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bool is_locked;
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int32 player_kill_item;
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uint32 corpse_db_id;
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uint32 charid;
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uint32 char_id;
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ItemList itemlist;
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uint32 copper;
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uint32 silver;
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uint32 gold;
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uint32 platinum;
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bool p_depop;
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uint32 BeingLootedBy;
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bool player_corpse_depop;
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uint32 being_looted_by;
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uint32 rezzexp;
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bool rez;
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bool can_rez;
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bool become_npc;
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int looters[MAX_LOOTERS]; // People allowed to loot the corpse, character id
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Timer corpse_decay_timer;
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Timer corpse_decay_timer;
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Timer corpse_res_timer;
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Timer corpse_delay_timer;
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Timer corpse_graveyard_timer;
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