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Make consent variable names more descriptive and replace char pointer parameters with std::string
Use fmt::format for SQL statement when updating corpse guild id
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+9
-9
@@ -74,11 +74,11 @@ class Corpse : public Mob {
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uint32 GetDecayTime() { if (!corpse_decay_timer.Enabled()) return 0xFFFFFFFF; else return corpse_decay_timer.GetRemainingTime(); }
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uint32 GetRezTime() { if (!corpse_rez_timer.Enabled()) return 0; else return corpse_rez_timer.GetRemainingTime(); }
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void SetDecayTimer(uint32 decay_time);
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void SetConsentGroupID(uint32 id) { if (IsPlayerCorpse()) { consent_group_id = id; } }
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void SetConsentRaidID(uint32 id) { if (IsPlayerCorpse()) { consent_raid_id = id; } }
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void SetConsentGuildID(uint32 id) { if (IsPlayerCorpse()) { consent_guild_id = id; } }
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void AddConsentName(const char* name);
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void RemoveConsentName(const char* name);
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void SetConsentGroupID(uint32 group_id) { if (IsPlayerCorpse()) { consented_group_id = group_id; } }
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void SetConsentRaidID(uint32 raid_id) { if (IsPlayerCorpse()) { consented_raid_id = raid_id; } }
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void SetConsentGuildID(uint32 guild_id) { if (IsPlayerCorpse()) { consented_guild_id = guild_id; } }
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void AddConsentName(std::string consent_player_name);
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void RemoveConsentName(std::string consent_player_name);
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void Delete();
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void Bury();
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@@ -147,9 +147,9 @@ private:
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int32 player_kill_item; /* Determines if Player Kill Item */
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uint32 corpse_db_id; /* Corpse Database ID (Player Corpse) */
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uint32 char_id; /* Character ID */
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uint32 consent_group_id = 0; /* consented group id */
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uint32 consent_raid_id = 0; /* consented raid id */
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uint32 consent_guild_id = 0; /* consented guild id */
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uint32 consented_group_id = 0;
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uint32 consented_raid_id = 0;
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uint32 consented_guild_id = 0;
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ItemList itemlist; /* Internal Item list used for corpses */
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uint32 copper;
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uint32 silver;
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@@ -168,7 +168,7 @@ private:
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Timer corpse_graveyard_timer;
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Timer loot_cooldown_timer; /* Delay between loot actions on the corpse entity */
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EQEmu::TintProfile item_tint;
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std::vector<std::string> consent_names;
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std::vector<std::string> consented_player_names;
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LootRequestType loot_request_type;
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};
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