diff options
Diffstat (limited to 'src/server/game/Handlers/CharacterHandler.cpp')
-rw-r--r-- | src/server/game/Handlers/CharacterHandler.cpp | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/src/server/game/Handlers/CharacterHandler.cpp b/src/server/game/Handlers/CharacterHandler.cpp index c823bb57e9e..8fc2b540a94 100644 --- a/src/server/game/Handlers/CharacterHandler.cpp +++ b/src/server/game/Handlers/CharacterHandler.cpp @@ -733,7 +733,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, WorldPac { if (charTemplate->Level != 1) { - PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_LEVEL); + stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_LEVEL); stmt->setUInt8(0, uint8(charTemplate->Level)); stmt->setUInt64(1, newChar.GetGUID().GetCounter()); CharacterDatabase.Execute(stmt); @@ -1604,7 +1604,7 @@ void WorldSession::HandleCharCustomizeCallback(PreparedQueryResult result, World playerBytes2 &= ~0xFF; playerBytes2 |= customizeInfo->FacialHairStyleID; - PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GENDER_PLAYERBYTES); + stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GENDER_PLAYERBYTES); stmt->setUInt8(0, customizeInfo->SexID); stmt->setUInt32(1, customizeInfo->SkinID | (uint32(customizeInfo->FaceID) << 8) | (uint32(customizeInfo->HairStyleID) << 16) | (uint32(customizeInfo->HairColorID) << 24)); @@ -1639,16 +1639,16 @@ void WorldSession::HandleCharCustomizeCallback(PreparedQueryResult result, World GetAccountId(), GetRemoteAddress().c_str(), oldName.c_str(), customizeInfo->CharGUID.ToString().c_str(), customizeInfo->CharName.c_str()); } -void WorldSession::HandleEquipmentSetSave(WorldPackets::EquipmentSet::SaveEquipmentSet& packet) +void WorldSession::HandleEquipmentSetSave(WorldPackets::EquipmentSet::SaveEquipmentSet& saveEquipmentSet) { - if (packet.Set.SetID >= MAX_EQUIPMENT_SET_INDEX) // client set slots amount + if (saveEquipmentSet.Set.SetID >= MAX_EQUIPMENT_SET_INDEX) // client set slots amount return; for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i) { - if (!(packet.Set.IgnoreMask & (1 << i))) + if (!(saveEquipmentSet.Set.IgnoreMask & (1 << i))) { - ObjectGuid const& itemGuid = packet.Set.Pieces[i]; + ObjectGuid const& itemGuid = saveEquipmentSet.Set.Pieces[i]; Item* item = _player->GetItemByPos(INVENTORY_SLOT_BAG_0, i); @@ -1661,37 +1661,37 @@ void WorldSession::HandleEquipmentSetSave(WorldPackets::EquipmentSet::SaveEquipm return; } else - packet.Set.Pieces[i].Clear(); + saveEquipmentSet.Set.Pieces[i].Clear(); } - packet.Set.IgnoreMask &= 0x7FFFF; /// clear invalid bits (i > EQUIPMENT_SLOT_END) + saveEquipmentSet.Set.IgnoreMask &= 0x7FFFF; /// clear invalid bits (i > EQUIPMENT_SLOT_END) - _player->SetEquipmentSet(std::move(packet.Set)); + _player->SetEquipmentSet(std::move(saveEquipmentSet.Set)); } -void WorldSession::HandleDeleteEquipmentSet(WorldPackets::EquipmentSet::DeleteEquipmentSet& packet) +void WorldSession::HandleDeleteEquipmentSet(WorldPackets::EquipmentSet::DeleteEquipmentSet& deleteEquipmentSet) { - _player->DeleteEquipmentSet(packet.ID); + _player->DeleteEquipmentSet(deleteEquipmentSet.ID); } -void WorldSession::HandleUseEquipmentSet(WorldPackets::EquipmentSet::UseEquipmentSet& packet) +void WorldSession::HandleUseEquipmentSet(WorldPackets::EquipmentSet::UseEquipmentSet& useEquipmentSet) { ObjectGuid ignoredItemGuid; ignoredItemGuid.SetRawValue(0, 1); for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i) { - TC_LOG_DEBUG("entities.player.items", "%s: ContainerSlot: %u, Slot: %u", packet.Items[i].Item.ToString().c_str(), packet.Items[i].ContainerSlot, packet.Items[i].Slot); + TC_LOG_DEBUG("entities.player.items", "%s: ContainerSlot: %u, Slot: %u", useEquipmentSet.Items[i].Item.ToString().c_str(), useEquipmentSet.Items[i].ContainerSlot, useEquipmentSet.Items[i].Slot); // check if item slot is set to "ignored" (raw value == 1), must not be unequipped then - if (packet.Items[i].Item == ignoredItemGuid) + if (useEquipmentSet.Items[i].Item == ignoredItemGuid) continue; // Only equip weapons in combat if (_player->IsInCombat() && i != EQUIPMENT_SLOT_MAINHAND && i != EQUIPMENT_SLOT_OFFHAND && i != EQUIPMENT_SLOT_RANGED) continue; - Item* item = _player->GetItemByGuid(packet.Items[i].Item); + Item* item = _player->GetItemByGuid(useEquipmentSet.Items[i].Item); uint16 dstPos = i | (INVENTORY_SLOT_BAG_0 << 8); @@ -2057,8 +2057,8 @@ void WorldSession::HandleCharRaceOrFactionChangeCallback(PreparedQueryResult res stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GUILD_MEMBER); stmt->setUInt64(0, lowGuid); - if (PreparedQueryResult result = CharacterDatabase.Query(stmt)) - if (Guild* guild = sGuildMgr->GetGuildById(result->Fetch()[0].GetUInt64())) + if (PreparedQueryResult memberResult = CharacterDatabase.Query(stmt)) + if (Guild* guild = sGuildMgr->GetGuildById(memberResult->Fetch()[0].GetUInt64())) guild->DeleteMember(factionChangeInfo->Guid, false, false, true); Player::LeaveAllArenaTeams(factionChangeInfo->Guid); @@ -2213,9 +2213,9 @@ void WorldSession::HandleCharRaceOrFactionChangeCallback(PreparedQueryResult res stmt->setUInt32(0, oldReputation); stmt->setUInt64(1, lowGuid); - if (PreparedQueryResult result = CharacterDatabase.Query(stmt)) + if (PreparedQueryResult reputationResult = CharacterDatabase.Query(stmt)) { - Field* fields = result->Fetch(); + fields = reputationResult->Fetch(); int32 oldDBRep = fields[0].GetInt32(); FactionEntry const* factionEntry = sFactionStore.LookupEntry(oldReputation); |