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Core/Quests: Renamed unknown quest objective field
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1
sql/updates/world/6.x/2016_08_28_00_world.sql
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1
sql/updates/world/6.x/2016_08_28_00_world.sql
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@@ -0,0 +1 @@
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ALTER TABLE `quest_objectives` CHANGE `UnkFloat` `ProgressBarWeight` float NOT NULL DEFAULT '0' AFTER `Flags`;
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@@ -3899,8 +3899,8 @@ void ObjectMgr::LoadQuests()
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}
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// Load `quest_objectives` order by descending storage index to reduce resizes
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// 0 1 2 3 4 5 6 7 8
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result = WorldDatabase.Query("SELECT ID, QuestID, Type, StorageIndex, ObjectID, Amount, Flags, UnkFloat, Description FROM quest_objectives ORDER BY StorageIndex DESC");
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// 0 1 2 3 4 5 6 7 8
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result = WorldDatabase.Query("SELECT ID, QuestID, Type, StorageIndex, ObjectID, Amount, Flags, ProgressBarWeight, Description FROM quest_objectives ORDER BY StorageIndex DESC");
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if (!result)
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{
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@@ -198,7 +198,7 @@ void Quest::LoadQuestObjective(Field* fields)
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obj.ObjectID = fields[4].GetInt32();
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obj.Amount = fields[5].GetInt32();
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obj.Flags = fields[6].GetUInt32();
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obj.UnkFloat = fields[7].GetFloat();
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obj.ProgressBarWeight = fields[7].GetFloat();
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obj.Description = fields[8].GetString();
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Objectives.push_back(obj);
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@@ -233,6 +233,7 @@ enum QuestObjectiveType
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QUEST_OBJECTIVE_DEFEATBATTLEPET = 12,
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QUEST_OBJECTIVE_WINPVPPETBATTLES = 13,
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QUEST_OBJECTIVE_CRITERIA_TREE = 14,
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QUEST_OBJECTIVE_PROGRESS_BAR = 15,
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QUEST_OBJECTIVE_HAVE_CURRENCY = 16, // requires the player to have X currency when turning in but does not consume it
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QUEST_OBJECTIVE_OBTAIN_CURRENCY = 17 // requires the player to gain X currency after starting the quest but not required to keep it until the end (does not consume)
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};
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@@ -267,7 +268,7 @@ struct QuestObjective
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int32 ObjectID = 0;
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int32 Amount = 0;
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uint32 Flags = 0;
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float UnkFloat = 0.0f;
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float ProgressBarWeight = 0.0f;
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std::string Description;
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std::vector<int32> VisualEffects;
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};
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@@ -161,7 +161,7 @@ WorldPacket const* WorldPackets::Quest::QueryQuestInfoResponse::Write()
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_worldPacket << int32(questObjective.ObjectID);
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_worldPacket << int32(questObjective.Amount);
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_worldPacket << uint32(questObjective.Flags);
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_worldPacket << float(questObjective.UnkFloat);
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_worldPacket << float(questObjective.ProgressBarWeight);
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_worldPacket << int32(questObjective.VisualEffects.size());
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for (int32 visualEffect : questObjective.VisualEffects)
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