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Renamed Corpse::LoadFromDBData to Corpse* Corpse::LoadCharacterCorpseEntity
Corpse Private class descriptors added General cleanup
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+20
-19
@@ -36,7 +36,7 @@ public:
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Corpse(Client* client, int32 in_rezexp);
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Corpse(uint32 in_corpseid, uint32 in_charid, const char* in_charname, ItemList* in_itemlist, uint32 in_copper, uint32 in_silver, uint32 in_gold, uint32 in_plat, float in_x, float in_y, float in_z, float in_heading, float in_size, uint8 in_gender, uint16 in_race, uint8 in_class, uint8 in_deity, uint8 in_level, uint8 in_texture, uint8 in_helmtexture, uint32 in_rezexp, bool wasAtGraveyard = false);
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~Corpse();
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static Corpse* LoadFromDBData(uint32 in_dbid, uint32 in_charid, std::string in_charname, float in_x, float in_y, float in_z, float in_heading, std::string time_of_death, bool rezzed, bool was_at_graveyard);
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static Corpse* LoadCharacterCorpseEntity(uint32 in_dbid, uint32 in_charid, std::string in_charname, float in_x, float in_y, float in_z, float in_heading, std::string time_of_death, bool rezzed, bool was_at_graveyard);
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//abstract virtual function implementations requird by base abstract class
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillUseTypes attack_skill) { return true; }
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@@ -109,7 +109,7 @@ public:
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char orgname[64];
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uint32 GetEquipment(uint8 material_slot) const; // returns item id
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uint32 GetEquipmentColor(uint8 material_slot) const;
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inline int GetRezzExp() { return rezzexp; }
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inline int GetRezzExp() { return rez_experience; }
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// these are a temporary work-around until corpse inventory is removed from the database blob
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static int16 ServerToCorpseSlot(int16 server_slot); // encode
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@@ -119,30 +119,31 @@ protected:
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std::list<uint32> MoveItemToCorpse(Client *client, ItemInst *item, int16 equipslot);
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private:
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bool is_player_corpse;
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bool is_corpse_changed;
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bool is_locked;
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int32 player_kill_item;
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uint32 corpse_db_id;
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uint32 char_id;
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ItemList itemlist;
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uint32 copper;
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bool is_player_corpse; /* Determines if Player Corpse or not */
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bool is_corpse_changed; /* Determines if corpse has changed or not */
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bool is_locked; /* Determines if corpse is locked */
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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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ItemList itemlist; /* Internal Item list used for corpses */
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uint32 copper;
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uint32 silver;
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uint32 gold;
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uint32 platinum;
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bool player_corpse_depop;
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uint32 being_looted_by;
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uint32 rezzexp;
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bool player_corpse_depop; /* Sets up Corpse::Process to depop the player corpse */
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uint32 being_looted_by; /* Determines what the corpse is being looted by internally for logic */
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uint32 rez_experience; /* Amount of experience that the corpse would rez for */
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bool rez;
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bool can_rez;
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bool can_corpse_be_rezzed; /* Bool declaring whether or not a corpse can be rezzed */
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bool become_npc;
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int allowed_looters[MAX_LOOTERS]; // People allowed to loot the corpse, character id
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Timer corpse_decay_timer;
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Timer corpse_res_timer;
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Timer corpse_delay_timer;
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int allowed_looters[MAX_LOOTERS]; /* People allowed to loot the corpse, character id */
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Timer corpse_decay_timer; /* The amount of time in millseconds in which a corpse will take to decay (Depop/Poof) */
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Timer corpse_res_timer; /* The amount of time in millseconds in which a corpse can be rezzed */
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Timer corpse_delay_timer;
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Timer corpse_graveyard_timer;
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Timer loot_cooldown_timer;
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Timer loot_cooldown_timer; /* Delay between loot actions on the corpse entity */
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Color_Struct item_tint[9];
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};
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#endif
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