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authorShauren <shauren.trinity@gmail.com>2022-06-01 23:13:29 +0200
committerShauren <shauren.trinity@gmail.com>2022-06-01 23:13:29 +0200
commitd3c4216de8e1dcb9f62d2fcc1b9b72852e5409c9 (patch)
tree7b2ec9bd8364f3473e5d0d8685bd4ffc8c9fc2cc /src/server/game/Handlers/CharacterHandler.cpp
parentcb78ddc63a516af5dd0e00d36e07650f4856dee0 (diff)
Core/PacketIO: Updated packet structures to 9.2.5
Diffstat (limited to 'src/server/game/Handlers/CharacterHandler.cpp')
-rw-r--r--src/server/game/Handlers/CharacterHandler.cpp27
1 files changed, 0 insertions, 27 deletions
diff --git a/src/server/game/Handlers/CharacterHandler.cpp b/src/server/game/Handlers/CharacterHandler.cpp
index 609a1e2ff9f..214e6aefcaa 100644
--- a/src/server/game/Handlers/CharacterHandler.cpp
+++ b/src/server/game/Handlers/CharacterHandler.cpp
@@ -1235,33 +1235,6 @@ void WorldSession::HandlePlayerLogin(LoginQueryHolder const& holder)
// Place character in world (and load zone) before some object loading
pCurrChar->LoadCorpse(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_CORPSE_LOCATION));
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_FAVORITE_AUCTIONS);
- stmt->setUInt64(0, pCurrChar->GetGUID().GetCounter());
- GetQueryProcessor().AddCallback(CharacterDatabase.AsyncQuery(stmt)).WithPreparedCallback([this](PreparedQueryResult favoriteAuctionResult)
- {
- WorldPackets::AuctionHouse::AuctionFavoriteList favoriteItems;
- if (favoriteAuctionResult)
- {
- favoriteItems.Items.reserve(favoriteAuctionResult->GetRowCount());
-
- do
- {
- Field* fields = favoriteAuctionResult->Fetch();
-
- favoriteItems.Items.emplace_back();
- WorldPackets::AuctionHouse::AuctionFavoriteInfo& item = favoriteItems.Items.back();
- item.Order = fields[0].GetUInt32();
- item.ItemID = fields[1].GetUInt32();
- item.ItemLevel = fields[2].GetUInt32();
- item.BattlePetSpeciesID = fields[3].GetUInt32();
- item.SuffixItemNameDescriptionID = fields[4].GetUInt32();
-
- } while (favoriteAuctionResult->NextRow());
-
- }
- SendPacket(favoriteItems.Write());
- });
-
// setting Ghost+speed if dead
if (pCurrChar->m_deathState == DEAD)
{