[Commands] Remove unused/broken #deletegraveyard and #setgraveyard Commands. (#2198)

- These commands don't function in their current state, and they probably haven't ever.
- Removing the commands and putting this in an editor makes more sense, as #setgraveyard uses the current zone XYZ coordinates of a target to set a graveyard for another zone. and they also only allow version 0 graveyards.
- Not sure of a better idea than just deleting, as setting data based on another zone using your current zone's data seems beyond the scope of a command.
This commit is contained in:
Kinglykrab
2022-05-23 19:56:30 -04:00
committed by GitHub
parent efd04f8324
commit e69f7a6cf1
8 changed files with 0 additions and 139 deletions
-4
View File
@@ -399,17 +399,13 @@ public:
bool BuryAllCharacterCorpses(uint32 charid);
bool DeleteCharacterCorpse(uint32 dbid);
bool SummonAllCharacterCorpses(uint32 char_id, uint32 dest_zoneid, uint16 dest_instanceid, const glm::vec4& position);
bool SummonAllGraveyardCorpses(uint32 cur_zoneid, uint32 dest_zoneid, uint16 dest_instanceid, const glm::vec4& position);
int CountCharacterCorpses(uint32 char_id);
int CountCharacterCorpsesByZoneID(uint32 char_id, uint32 zone_id);
bool UnburyCharacterCorpse(uint32 dbid, uint32 new_zoneid, uint16 dest_instanceid, const glm::vec4& position);
bool LoadCharacterCorpses(uint32 iZoneID, uint16 iInstanceID);
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, const glm::vec4& position);
uint32 CreateGraveyardRecord(uint32 graveyard_zoneid, const glm::vec4& position);
uint32 AddGraveyardIDToZone(uint32 zone_id, uint32 graveyard_id);
uint32 SaveCharacterCorpse(uint32 charid, const char* charname, uint32 zoneid, uint16 instanceid, PlayerCorpse_Struct* dbpc, const glm::vec4& position, uint32 guildid);
uint32 UpdateCharacterCorpse(uint32 dbid, uint32 charid, const char* charname, uint32 zoneid, uint16 instanceid, PlayerCorpse_Struct* dbpc, const glm::vec4& position, uint32 guildid, bool rezzed = false);
uint32 UpdateCharacterCorpseConsent(uint32 charid, uint32 guildid);