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Core/DataStores: Simplified string memory allocation in db2 files, dropped unneccessary level of indirection
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@@ -189,7 +189,7 @@ void WorldSession::HandleWhoOpcode(WorldPackets::Who::WhoRequestPkt& whoRequest)
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{
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std::string aName;
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if (AreaTableEntry const* areaEntry = sAreaTableStore.LookupEntry(target.GetZoneId()))
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aName = areaEntry->AreaName->Str[GetSessionDbcLocale()];
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aName = areaEntry->AreaName[GetSessionDbcLocale()];
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bool show = false;
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for (size_t i = 0; i < wWords.size(); ++i)
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@@ -564,7 +564,7 @@ void WorldSession::HandleAreaTriggerOpcode(WorldPackets::AreaTrigger::AreaTrigge
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case Map::CANNOT_ENTER_INSTANCE_BIND_MISMATCH:
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if (MapEntry const* entry = sMapStore.LookupEntry(at->target_mapId))
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{
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char const* mapName = entry->MapName->Str[player->GetSession()->GetSessionDbcLocale()];
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char const* mapName = entry->MapName[player->GetSession()->GetSessionDbcLocale()];
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TC_LOG_DEBUG("maps", "MAP: Player '%s' cannot enter instance map '%s' because their permanent bind is incompatible with their group's", player->GetName().c_str(), mapName);
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// is there a special opcode for this?
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// @todo figure out how to get player localized difficulty string (e.g. "10 player", "Heroic" etc)
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