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Fixed server<->corpse translators to reflect what actually needs to be translated (should not have affected anything in the old configuration)
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@ -97,7 +97,7 @@ Corpse* Corpse::LoadFromDBData(uint32 in_dbid, uint32 in_charid, char* in_charna
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for (unsigned int i=0; i < dbpcs->itemcount; i++) {
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for (unsigned int i=0; i < dbpcs->itemcount; i++) {
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tmp = new ServerLootItem_Struct;
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tmp = new ServerLootItem_Struct;
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memcpy(tmp, &dbpcs->items[i], sizeof(player_lootitem::ServerLootItem_Struct));
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memcpy(tmp, &dbpcs->items[i], sizeof(player_lootitem::ServerLootItem_Struct));
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tmp->lootslot = CorpseToServerSlot(tmp->lootslot); // temp hack until corpse blobs are removed
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tmp->equipSlot = CorpseToServerSlot(tmp->equipSlot); // temp hack until corpse blobs are removed
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itemlist.push_back(tmp);
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itemlist.push_back(tmp);
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}
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}
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@ -148,7 +148,7 @@ Corpse* Corpse::LoadFromDBData(uint32 in_dbid, uint32 in_charid, char* in_charna
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for (unsigned int i=0; i < dbpc->itemcount; i++) {
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for (unsigned int i=0; i < dbpc->itemcount; i++) {
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tmp = new ServerLootItem_Struct;
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tmp = new ServerLootItem_Struct;
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memcpy(tmp, &dbpc->items[i], sizeof(player_lootitem::ServerLootItem_Struct));
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memcpy(tmp, &dbpc->items[i], sizeof(player_lootitem::ServerLootItem_Struct));
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tmp->lootslot = CorpseToServerSlot(tmp->lootslot); // temp hack until corpse blobs are removed
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tmp->equipSlot = CorpseToServerSlot(tmp->equipSlot); // temp hack until corpse blobs are removed
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itemlist.push_back(tmp);
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itemlist.push_back(tmp);
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}
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}
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@ -602,7 +602,7 @@ bool Corpse::Save() {
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end = itemlist.end();
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end = itemlist.end();
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for(; cur != end; ++cur) {
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for(; cur != end; ++cur) {
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ServerLootItem_Struct* item = *cur;
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ServerLootItem_Struct* item = *cur;
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item->lootslot = ServerToCorpseSlot(item->lootslot); // temp hack until corpse blobs are removed
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item->equipSlot = ServerToCorpseSlot(item->equipSlot); // temp hack until corpse blobs are removed
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memcpy((char*) &dbpc->items[x++], (char*) item, sizeof(player_lootitem::ServerLootItem_Struct));
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memcpy((char*) &dbpc->items[x++], (char*) item, sizeof(player_lootitem::ServerLootItem_Struct));
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}
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}
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@ -2092,7 +2092,7 @@ void Corpse::LoadPlayerCorpseDecayTime(uint32 dbid){
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**
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**
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** (Not all slot designations are valid to all clients..see <client>##_constants.h files for valid slot enumerations)
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** (Not all slot designations are valid to all clients..see <client>##_constants.h files for valid slot enumerations)
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*/
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*/
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uint16 Corpse::ServerToCorpseSlot(uint16 server_slot)
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int16 Corpse::ServerToCorpseSlot(int16 server_slot)
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{
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{
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return server_slot; // temporary return
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return server_slot; // temporary return
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@ -2128,7 +2128,7 @@ uint16 Corpse::ServerToCorpseSlot(uint16 server_slot)
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*/
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*/
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}
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}
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uint16 Corpse::CorpseToServerSlot(uint16 corpse_slot)
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int16 Corpse::CorpseToServerSlot(int16 corpse_slot)
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{
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{
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return corpse_slot; // temporary return
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return corpse_slot; // temporary return
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@ -112,8 +112,8 @@ public:
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inline int GetRezzExp() { return rezzexp; }
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inline int GetRezzExp() { return rezzexp; }
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// these are a temporary work-around until corpse inventory is removed from the database blob
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// these are a temporary work-around until corpse inventory is removed from the database blob
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static uint16 ServerToCorpseSlot(uint16 server_slot); // encode
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static int16 ServerToCorpseSlot(int16 server_slot); // encode
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static uint16 CorpseToServerSlot(uint16 corpse_slot); // decode
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static int16 CorpseToServerSlot(int16 corpse_slot); // decode
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protected:
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protected:
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std::list<uint32> MoveItemToCorpse(Client *client, ItemInst *item, int16 equipslot);
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std::list<uint32> MoveItemToCorpse(Client *client, ItemInst *item, int16 equipslot);
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