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Pre-purposed clean-up
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+25
-25
@@ -1167,10 +1167,10 @@ bool ZoneDatabase::LoadCharacterMaterialColor(uint32 character_id, PlayerProfile
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for (auto row = results.begin(); row != results.end(); ++row) {
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r = 0;
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i = atoi(row[r]); /* Slot */ r++;
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pp->item_tint[i].rgb.blue = atoi(row[r]); r++;
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pp->item_tint[i].rgb.green = atoi(row[r]); r++;
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pp->item_tint[i].rgb.red = atoi(row[r]); r++;
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pp->item_tint[i].rgb.use_tint = atoi(row[r]);
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pp->item_tint[i].RGB.Blue = atoi(row[r]); r++;
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pp->item_tint[i].RGB.Green = atoi(row[r]); r++;
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pp->item_tint[i].RGB.Red = atoi(row[r]); r++;
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pp->item_tint[i].RGB.UseTint = atoi(row[r]);
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}
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return true;
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}
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@@ -3546,9 +3546,9 @@ uint32 ZoneDatabase::UpdateCharacterCorpse(uint32 db_id, uint32 char_id, const c
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dbpc->plat, dbpc->haircolor, dbpc->beardcolor, dbpc->eyecolor1,
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dbpc->eyecolor2, dbpc->hairstyle, dbpc->face, dbpc->beard,
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dbpc->drakkin_heritage, dbpc->drakkin_tattoo, dbpc->drakkin_details,
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dbpc->item_tint[0].color, dbpc->item_tint[1].color, dbpc->item_tint[2].color,
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dbpc->item_tint[3].color, dbpc->item_tint[4].color, dbpc->item_tint[5].color,
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dbpc->item_tint[6].color, dbpc->item_tint[7].color, dbpc->item_tint[8].color,
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dbpc->item_tint[0].Color, dbpc->item_tint[1].Color, dbpc->item_tint[2].Color,
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dbpc->item_tint[3].Color, dbpc->item_tint[4].Color, dbpc->item_tint[5].Color,
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dbpc->item_tint[6].Color, dbpc->item_tint[7].Color, dbpc->item_tint[8].Color,
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db_id);
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auto results = QueryDatabase(query);
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@@ -3639,15 +3639,15 @@ uint32 ZoneDatabase::SaveCharacterCorpse(uint32 charid, const char* charname, ui
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dbpc->drakkin_heritage,
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dbpc->drakkin_tattoo,
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dbpc->drakkin_details,
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dbpc->item_tint[0].color,
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dbpc->item_tint[1].color,
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dbpc->item_tint[2].color,
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dbpc->item_tint[3].color,
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dbpc->item_tint[4].color,
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dbpc->item_tint[5].color,
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dbpc->item_tint[6].color,
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dbpc->item_tint[7].color,
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dbpc->item_tint[8].color
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dbpc->item_tint[0].Color,
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dbpc->item_tint[1].Color,
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dbpc->item_tint[2].Color,
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dbpc->item_tint[3].Color,
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dbpc->item_tint[4].Color,
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dbpc->item_tint[5].Color,
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dbpc->item_tint[6].Color,
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dbpc->item_tint[7].Color,
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dbpc->item_tint[8].Color
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);
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auto results = QueryDatabase(query);
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uint32 last_insert_id = results.LastInsertedID();
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@@ -3819,15 +3819,15 @@ bool ZoneDatabase::LoadCharacterCorpseData(uint32 corpse_id, PlayerCorpse_Struct
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pcs->drakkin_heritage = atoul(row[i++]); // drakkin_heritage,
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pcs->drakkin_tattoo = atoul(row[i++]); // drakkin_tattoo,
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pcs->drakkin_details = atoul(row[i++]); // drakkin_details,
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pcs->item_tint[0].color = atoul(row[i++]); // wc_1,
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pcs->item_tint[1].color = atoul(row[i++]); // wc_2,
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pcs->item_tint[2].color = atoul(row[i++]); // wc_3,
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pcs->item_tint[3].color = atoul(row[i++]); // wc_4,
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pcs->item_tint[4].color = atoul(row[i++]); // wc_5,
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pcs->item_tint[5].color = atoul(row[i++]); // wc_6,
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pcs->item_tint[6].color = atoul(row[i++]); // wc_7,
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pcs->item_tint[7].color = atoul(row[i++]); // wc_8,
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pcs->item_tint[8].color = atoul(row[i++]); // wc_9
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pcs->item_tint[0].Color = atoul(row[i++]); // wc_1,
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pcs->item_tint[1].Color = atoul(row[i++]); // wc_2,
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pcs->item_tint[2].Color = atoul(row[i++]); // wc_3,
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pcs->item_tint[3].Color = atoul(row[i++]); // wc_4,
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pcs->item_tint[4].Color = atoul(row[i++]); // wc_5,
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pcs->item_tint[5].Color = atoul(row[i++]); // wc_6,
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pcs->item_tint[6].Color = atoul(row[i++]); // wc_7,
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pcs->item_tint[7].Color = atoul(row[i++]); // wc_8,
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pcs->item_tint[8].Color = atoul(row[i++]); // wc_9
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}
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query = StringFormat(
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"SELECT \n"
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