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https://github.com/TrinityCore/TrinityCore.git
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Fixed players not being able to resurrect after core crash.
--HG-- branch : trunk
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@@ -185,8 +185,6 @@ bool Corpse::LoadFromDB(uint32 guid, QueryResult *result, uint32 InstanceId)
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bool Corpse::LoadFromDB(uint32 guid, Field *fields)
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{
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// 0 1 2 3 4 5 6 7 8 9
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//result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,data,time,corpse_type,instance,phaseMask FROM corpse WHERE guid = '%u'",guid);
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float positionX = fields[0].GetFloat();
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float positionY = fields[1].GetFloat();
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float positionZ = fields[2].GetFloat();
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@@ -6578,8 +6578,8 @@ uint32 ObjectMgr::GeneratePetNumber()
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void ObjectMgr::LoadCorpses()
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{
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uint32 count = 0;
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// 0 1 2 3 4 5 6 7 8 10
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QueryResult_AutoPtr result = CharacterDatabase.Query("SELECT position_x, position_y, position_z, orientation, map, data, time, corpse_type, instance, guid FROM corpse WHERE corpse_type <> 0");
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// 0 1 2 3 4 5 6 7 8 9 10
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QueryResult_AutoPtr result = CharacterDatabase.Query("SELECT position_x, position_y, position_z, orientation, map, data, time, corpse_type, instance, phaseMask, guid FROM corpse WHERE corpse_type <> 0");
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if(!result)
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{
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