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authormegamage <none@none>2009-07-01 18:07:20 -0500
committermegamage <none@none>2009-07-01 18:07:20 -0500
commite1d93bd00f676701b1de87f86a1f2fc5cfc11438 (patch)
tree092bc22e10ba60a13b5bf04ee351f614d8679b4c /src/game/ObjectMgr.cpp
parent8122a15f467a8493cd5c49decc4fe09499b78af4 (diff)
*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
Diffstat (limited to 'src/game/ObjectMgr.cpp')
-rw-r--r--src/game/ObjectMgr.cpp9
1 files changed, 3 insertions, 6 deletions
diff --git a/src/game/ObjectMgr.cpp b/src/game/ObjectMgr.cpp
index c9c2ef42820..94c05b99c57 100644
--- a/src/game/ObjectMgr.cpp
+++ b/src/game/ObjectMgr.cpp
@@ -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;