SendCharacterCorpseToGraveyard to xyz_heading

This commit is contained in:
Arthur Ice 2014-12-02 15:27:43 -08:00
parent 361b4d1c62
commit d22f136eea
3 changed files with 10 additions and 10 deletions

View File

@ -769,8 +769,8 @@ bool Corpse::Process() {
Save();
player_corpse_depop = true;
database.SendCharacterCorpseToGraveyard(corpse_db_id, zone->graveyard_zoneid(),
(zone->GetZoneID() == zone->graveyard_zoneid()) ? zone->GetInstanceID() : 0, zone->graveyard_x(),
zone->graveyard_y(), zone->graveyard_z(), zone->graveyard_heading());
(zone->GetZoneID() == zone->graveyard_zoneid()) ? zone->GetInstanceID() : 0, xyz_heading(zone->graveyard_x(),
zone->graveyard_y(), zone->graveyard_z(), zone->graveyard_heading()));
corpse_graveyard_timer.Disable();
ServerPacket* pack = new ServerPacket(ServerOP_SpawnPlayerCorpse, sizeof(SpawnPlayerCorpse_Struct));
SpawnPlayerCorpse_Struct* spc = (SpawnPlayerCorpse_Struct*)pack->pBuffer;

View File

@ -3352,13 +3352,13 @@ uint32 ZoneDatabase::CreateGraveyardRecord(uint32 graveyard_zone_id, float grave
}
return 0;
}
uint32 ZoneDatabase::SendCharacterCorpseToGraveyard(uint32 dbid, uint32 zone_id, uint16 instance_id, float x, float y, float z, float heading) {
std::string query = StringFormat(
"UPDATE `character_corpses` "
"SET `zone_id` = %u, `instance_id` = 0, `x` = %1.1f, `y` = %1.1f, `z` = %1.1f, `heading` = %1.1f, `was_at_graveyard` = 1 "
uint32 ZoneDatabase::SendCharacterCorpseToGraveyard(uint32 dbid, uint32 zone_id, uint16 instance_id, const xyz_heading& position) {
std::string query = StringFormat("UPDATE `character_corpses` "
"SET `zone_id` = %u, `instance_id` = 0, "
"`x` = %1.1f, `y` = %1.1f, `z` = %1.1f, `heading` = %1.1f, "
"`was_at_graveyard` = 1 "
"WHERE `id` = %d",
zone_id, x, y, z, heading, dbid
);
zone_id, position.m_X, position.m_Y, position.m_Z, position.m_Heading, dbid);
QueryDatabase(query);
return dbid;
}

View File

@ -310,7 +310,7 @@ public:
bool DeleteGraveyard(uint32 zone_id, uint32 graveyard_id);
uint32 GetCharacterCorpseDecayTimer(uint32 corpse_db_id);
uint32 GetCharacterBuriedCorpseCount(uint32 char_id);
uint32 SendCharacterCorpseToGraveyard(uint32 dbid, uint32 zoneid, uint16 instanceid, float x, float y, float z, float heading);
uint32 SendCharacterCorpseToGraveyard(uint32 dbid, uint32 zoneid, uint16 instanceid, const xyz_heading& position);
uint32 CreateGraveyardRecord(uint32 graveyard_zoneid, float graveyard_x, float graveyard_y, float graveyard_z, float graveyard_heading);
uint32 AddGraveyardIDToZone(uint32 zone_id, uint32 graveyard_id);
uint32 SaveCharacterCorpse(uint32 charid, const char* charname, uint32 zoneid, uint16 instanceid, PlayerCorpse_Struct* dbpc, float x, float y, float z, float heading);