Changing corpse loading structure

This commit is contained in:
Akkadius
2014-11-22 18:43:23 -06:00
parent 111fb84041
commit d1b0564698
3 changed files with 69 additions and 41 deletions
+24 -23
View File
@@ -3884,9 +3884,18 @@ Corpse* ZoneDatabase::SummonBuriedCharacterCorpses(uint32 char_id, uint32 dest_z
auto results = QueryDatabase(query);
for (auto row = results.begin(); row != results.end(); ++row) {
PlayerCorpse_Struct pcs;
database.LoadCharacterCorpseData(atoi(row[0]), &pcs);
NewCorpse = Corpse::LoadFromDBData(atoi(row[0]), char_id, row[1], &pcs, dest_x, dest_y, dest_z, dest_heading, row[2], atoi(row[3]) == 1, false);
NewCorpse = Corpse::LoadFromDBData(
atoi(row[0]), // uint32 in_dbid
char_id, // uint32 in_charid
row[1], // char* in_charname
dest_x, // float in_x
dest_y, // float in_y
dest_z, // float in_z
dest_heading, // float in_heading
row[2], // char* time_of_death
atoi(row[3]) == 1, // bool rezzed
false // bool was_at_graveyard
);
if (NewCorpse) {
entity_list.AddCorpse(NewCorpse);
NewCorpse->SetDecayTimer(RuleI(Character, CorpseDecayTimeMS));
@@ -3917,18 +3926,17 @@ bool ZoneDatabase::SummonAllCharacterCorpses(uint32 char_id, uint32 dest_zone_id
results = QueryDatabase(query);
for (auto row = results.begin(); row != results.end(); ++row) {
PlayerCorpse_Struct pcs;
database.LoadCharacterCorpseData(atoi(row[0]), &pcs);
NewCorpse = Corpse::LoadFromDBData(atoi(row[0]),
NewCorpse = Corpse::LoadFromDBData(
atoi(row[0]),
char_id,
row[1],
&pcs,
dest_x,
dest_y,
dest_z,
dest_heading,
row[2],
atoi(row[3]) == 1, false);
atoi(row[3]) == 1,
false);
if (NewCorpse) {
entity_list.AddCorpse(NewCorpse);
NewCorpse->SetDecayTimer(RuleI(Character, CorpseDecayTimeMS));
@@ -3963,18 +3971,15 @@ Corpse* ZoneDatabase::LoadCharacterCorpse(uint32 player_corpse_id) {
);
auto results = QueryDatabase(query);
for (auto row = results.begin(); row != results.end(); ++row) {
PlayerCorpse_Struct pcs;
database.LoadCharacterCorpseData(atoi(row[0]), &pcs);
NewCorpse = Corpse::LoadFromDBData(
atoi(row[0]), // id uint32 in_dbid
atoi(row[1]), // charid uint32 in_charid
row[2], // charname char* in_charname
&pcs, // PlayerCorpse_Struct* pcs
row[2], // char_name
atof(row[3]), // x float in_x
atof(row[4]), // y float in_y
atof(row[4]), // y float in_y
atof(row[5]), // z float in_z
atof(row[6]), // heading float in_heading
row[7], // time_of_death char* time_of_death
atof(row[6]), // heading float in_heading
row[7], // time_of_death char* time_of_death
atoi(row[8]) == 1, // is_rezzed bool rezzed
atoi(row[9]) // was_at_graveyard bool was_at_graveyard
);
@@ -3992,22 +3997,18 @@ bool ZoneDatabase::LoadCharacterCorpses(uint32 zone_id, uint16 instance_id) {
auto results = QueryDatabase(query);
for (auto row = results.begin(); row != results.end(); ++row) {
PlayerCorpse_Struct pcs;
database.LoadCharacterCorpseData(atoi(row[0]), &pcs);
entity_list.AddCorpse(
entity_list.AddCorpse(
Corpse::LoadFromDBData(
atoi(row[0]), // id uint32 in_dbid
atoi(row[1]), // charid uint32 in_charid
row[2], // charname char* in_charname
&pcs, // PlayerCorpse_tSruct* pcs
atof(row[3]), // x float in_x
row[2], // PlayerCorpse_tSruct* pcs
atof(row[3]), // x float in_x
atof(row[4]), // y float in_y
atof(row[5]), // z float in_z
atof(row[6]), // heading float in_heading
row[7], // time_of_death char* time_of_death
atoi(row[8]) == 1, // is_rezzed bool rezzed
atoi(row[9])
)
atoi(row[9]))
);
}