diff options
author | Shauren <shauren.trinity@gmail.com> | 2014-10-25 17:11:35 +0200 |
---|---|---|
committer | Shauren <shauren.trinity@gmail.com> | 2014-10-25 17:11:35 +0200 |
commit | 10fb948c409e2e4a68b77b7cfc41c068fcbd0bf4 (patch) | |
tree | eb6520c7e28aed4ffd660b7af15ce8592e4d30c2 /src/server/game/Handlers/CharacterHandler.cpp | |
parent | 5eb9fe1ea8653c7ae23e4a8c2fa9f8f3073e032d (diff) |
Core/Entities: Changed a few lowguid uses to ObjectGuid::LowType
Diffstat (limited to 'src/server/game/Handlers/CharacterHandler.cpp')
-rw-r--r-- | src/server/game/Handlers/CharacterHandler.cpp | 9 |
1 files changed, 7 insertions, 2 deletions
diff --git a/src/server/game/Handlers/CharacterHandler.cpp b/src/server/game/Handlers/CharacterHandler.cpp index c5b05a72c67..da13796817d 100644 --- a/src/server/game/Handlers/CharacterHandler.cpp +++ b/src/server/game/Handlers/CharacterHandler.cpp @@ -1553,13 +1553,16 @@ void WorldSession::HandleEquipmentSetSave(WorldPacket& recvData) eqSet.IconName = iconName; eqSet.state = EQUIPMENT_SET_NEW; + ObjectGuid ignoredItemGuid; + ignoredItemGuid.SetRawValue(0, 1); + for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i) { ObjectGuid itemGuid; recvData >> itemGuid.ReadAsPacked(); // equipment manager sends "1" (as raw GUID) for slots set to "ignore" (don't touch slot at equip set) - if (itemGuid == ObjectGuid(uint64(0), uint64(1))) + if (itemGuid == ignoredItemGuid) { // ignored slots saved as bit mask because we have no free special values for Items[i] eqSet.IgnoreMask |= 1 << i; @@ -1594,6 +1597,8 @@ void WorldSession::HandleEquipmentSetUse(WorldPacket& recvData) { TC_LOG_DEBUG("network", "CMSG_EQUIPMENT_SET_USE"); + ObjectGuid ignoredItemGuid; + ignoredItemGuid.SetRawValue(0, 1); for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i) { ObjectGuid itemGuid; @@ -1605,7 +1610,7 @@ void WorldSession::HandleEquipmentSetUse(WorldPacket& recvData) TC_LOG_DEBUG("entities.player.items", "%s: srcbag %u, srcslot %u", itemGuid.ToString().c_str(), srcbag, srcslot); // check if item slot is set to "ignored" (raw value == 1), must not be unequipped then - if (itemGuid == ObjectGuid(uint64(0), uint64(1))) + if (itemGuid == ignoredItemGuid) continue; // Only equip weapons in combat |