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path: root/src/server/game/Handlers/CharacterHandler.cpp
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Diffstat (limited to 'src/server/game/Handlers/CharacterHandler.cpp')
-rw-r--r--src/server/game/Handlers/CharacterHandler.cpp38
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);