*Backup your DB!

[8098] Support uint32 spell ids in code. Author: VladimirMangos

    * Propertly work with uint32 spell ids in player action bar
    * Fix in same time bug with not save equipment set button with id==0
    * Merge misc field in character_action and playercreateinfo_action to action field as 3 byte
    * Propertly load uint32 spell ids from character_spell
    * Fixed types for some pet/creature related structure for spell id storing.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-07-01 18:07:20 -05:00
parent 8122a15f46
commit e1d93bd00f
16 changed files with 635 additions and 571 deletions

View File

@@ -2712,8 +2712,8 @@ void ObjectMgr::LoadPlayerInfo()
// Load playercreate actions
{
// 0 1 2 3 4 5
QueryResult *result = WorldDatabase.Query("SELECT race, class, button, action, type, misc FROM playercreateinfo_action");
// 0 1 2 3 4
QueryResult *result = WorldDatabase.Query("SELECT race, class, button, action, type FROM playercreateinfo_action");
uint32 count = 0;
@@ -2748,10 +2748,7 @@ void ObjectMgr::LoadPlayerInfo()
}
PlayerInfo* pInfo = &playerInfo[current_race][current_class];
pInfo->action[0].push_back(fields[2].GetUInt16());
pInfo->action[1].push_back(fields[3].GetUInt16());
pInfo->action[2].push_back(fields[4].GetUInt16());
pInfo->action[3].push_back(fields[5].GetUInt16());
pInfo->action.push_back(PlayerCreateInfoAction(fields[2].GetUInt8(),fields[3].GetUInt32(),fields[4].GetUInt8()));
bar.step();
++count;