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Core/DBLayer: Fix player saving
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@@ -18294,7 +18294,7 @@ void Player::SaveToDB(bool create /*=false*/)
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stmt->setUInt32(index++, GetUInt32Value(PLAYER_BYTES_2));
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stmt->setUInt32(index++, GetUInt32Value(PLAYER_FLAGS));
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stmt->setUInt16(index++, (uint16)GetMapId());
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stmt->setUInt32(index++ , (uint32)GetInstanceId());
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stmt->setUInt32(index++, (uint32)GetInstanceId());
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stmt->setUInt8(index++, (uint8(GetDungeonDifficulty()) | uint8(GetRaidDifficulty()) << 4));
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stmt->setFloat(index++, finiteAlways(GetPositionX()));
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stmt->setFloat(index++, finiteAlways(GetPositionY()));
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@@ -18320,7 +18320,7 @@ void Player::SaveToDB(bool create /*=false*/)
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stmt->setUInt16(index++, GetZoneId());
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stmt->setUInt32(index++, m_deathExpireTime);
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ss.str().clear();
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ss.str("");
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ss << m_taxi.SaveTaxiDestinationsToString();
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stmt->setString(index++, ss.str());
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@@ -18345,12 +18345,12 @@ void Player::SaveToDB(bool create /*=false*/)
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stmt->setUInt8(index++, m_specsCount);
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stmt->setUInt8(index++, m_activeSpec);
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ss.str().clear();
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ss.str("");
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for (uint32 i = 0; i < PLAYER_EXPLORED_ZONES_SIZE; ++i)
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ss << GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + i) << ' ';
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stmt->setString(index++, ss.str());
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ss.str().clear();
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ss.str("");
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// cache equipment...
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for (uint32 i = 0; i < EQUIPMENT_SLOT_END * 2; ++i)
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ss << GetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + i) << ' ';
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@@ -18368,9 +18368,9 @@ void Player::SaveToDB(bool create /*=false*/)
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stmt->setString(index++, ss.str());
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stmt->setUInt32(index++, GetUInt32Value(PLAYER_AMMO_ID));
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ss.str().clear();
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ss.str("");
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for (uint32 i = 0; i < KNOWN_TITLES_SIZE*2; ++i)
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ss << GetUInt32Value(PLAYER__FIELD_KNOWN_TITLES + i);
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ss << GetUInt32Value(PLAYER__FIELD_KNOWN_TITLES + i) << ' ';
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stmt->setString(index++, ss.str());
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stmt->setUInt8(index++, GetByteValue(PLAYER_FIELD_BYTES, 2));
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@@ -18431,7 +18431,7 @@ void Player::SaveToDB(bool create /*=false*/)
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stmt->setUInt16(index++, GetZoneId());
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stmt->setUInt32(index++, m_deathExpireTime);
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ss.str().clear();
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ss.str("");
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ss << m_taxi.SaveTaxiDestinationsToString();
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stmt->setString(index++, ss.str());
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@@ -18456,12 +18456,12 @@ void Player::SaveToDB(bool create /*=false*/)
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stmt->setUInt8(index++, m_specsCount);
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stmt->setUInt8(index++, m_activeSpec);
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ss.str().clear();
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ss.str("");
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for (uint32 i = 0; i < PLAYER_EXPLORED_ZONES_SIZE; ++i)
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ss << GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + i) << ' ';
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stmt->setString(index++, ss.str());
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ss.str().clear();
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ss.str("");
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// cache equipment...
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for (uint32 i = 0; i < EQUIPMENT_SLOT_END * 2; ++i)
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ss << GetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + i) << ' ';
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@@ -18479,7 +18479,7 @@ void Player::SaveToDB(bool create /*=false*/)
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stmt->setString(index++, ss.str());
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stmt->setUInt32(index++, GetUInt32Value(PLAYER_AMMO_ID));
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ss.str().clear();
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ss.str("");
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for (uint32 i = 0; i < KNOWN_TITLES_SIZE*2; ++i)
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ss << GetUInt32Value(PLAYER__FIELD_KNOWN_TITLES + i);
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