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Map local guids 6.x -> 3.3.35:
Implemented:ca83e14f8bee1c1b97be18e4ab6911bf37446b3ccb854a2b7b* This adds separate (per map) guid sequences depending on object type * Ported map object container from cmangos/mangos-wotlk@a2d396e * Added type container visitor for TypeUnorderedMapContainer * Implemented helper function to erase unique pairs from multimap containers * Moved object storage of all objects except players and transports to map level * Added containers linking database spawn id with creature/gameobject in world * Renamed DBTableGuid to spawnId * Added a separate spawn id sequence generator for creatures and gameobjects - this will be used in db tables * Moved building SMSG_UPDATE_OBJECT - updatefields changes broadcast to map update * Added new function to return but not increment guid * Adjusted .debug loadcells to show low guid in map before/after load * Added debug messages for creature spawn/destroy, for map guid debugging * Store all Gameobjects and Creatures added to OutdoorPvP, so the callback script can be removed when OutdoorPvP instance is destroyed.
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@@ -512,7 +512,7 @@ void ReputationMgr::LoadFromDB(PreparedQueryResult result)
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// Set initial reputations (so everything is nifty before DB data load)
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Initialize();
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//QueryResult* result = CharacterDatabase.PQuery("SELECT faction, standing, flags FROM character_reputation WHERE guid = '%u'", GetGUIDLow());
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//QueryResult* result = CharacterDatabase.PQuery("SELECT faction, standing, flags FROM character_reputation WHERE guid = '%u'", GetGUID().GetCounter());
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if (result)
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{
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@@ -574,12 +574,12 @@ void ReputationMgr::SaveToDB(SQLTransaction& trans)
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if (itr->second.needSave)
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{
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_REPUTATION_BY_FACTION);
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stmt->setUInt32(0, _player->GetGUIDLow());
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stmt->setUInt32(0, _player->GetGUID().GetCounter());
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stmt->setUInt16(1, uint16(itr->second.ID));
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trans->Append(stmt);
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stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_REPUTATION_BY_FACTION);
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stmt->setUInt32(0, _player->GetGUIDLow());
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stmt->setUInt32(0, _player->GetGUID().GetCounter());
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stmt->setUInt16(1, uint16(itr->second.ID));
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stmt->setInt32(2, itr->second.Standing);
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stmt->setUInt16(3, uint16(itr->second.Flags));
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