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-rw-r--r--src/server/game/Entities/Item/ItemTemplate.h3
-rw-r--r--src/server/game/Globals/ObjectMgr.cpp3
-rw-r--r--src/server/game/Handlers/ItemHandler.cpp129
3 files changed, 0 insertions, 135 deletions
diff --git a/src/server/game/Entities/Item/ItemTemplate.h b/src/server/game/Entities/Item/ItemTemplate.h
index 29831d2351..40cc6f38e1 100644
--- a/src/server/game/Entities/Item/ItemTemplate.h
+++ b/src/server/game/Entities/Item/ItemTemplate.h
@@ -692,7 +692,6 @@ struct ItemTemplate
uint32 MinMoneyLoot;
uint32 MaxMoneyLoot;
ItemFlagsCustom FlagsCu;
- WorldPacket queryData; // pussywizard
// helpers
[[nodiscard]] bool HasSignature() const
@@ -826,8 +825,6 @@ struct ItemTemplate
[[nodiscard]] bool HasFlag(ItemFlags flag) const { return (Flags & flag) != 0; }
[[nodiscard]] bool HasFlag2(ItemFlags2 flag) const { return (Flags2 & flag) != 0; }
[[nodiscard]] bool HasFlagCu(ItemFlagsCustom flag) const { return (FlagsCu & flag) != 0; }
-
- void InitializeQueryData();
};
// Benchmarked: Faster than std::map (insert/find)
diff --git a/src/server/game/Globals/ObjectMgr.cpp b/src/server/game/Globals/ObjectMgr.cpp
index d6cecdc5d0..c532f5fe7e 100644
--- a/src/server/game/Globals/ObjectMgr.cpp
+++ b/src/server/game/Globals/ObjectMgr.cpp
@@ -3443,9 +3443,6 @@ void ObjectMgr::LoadItemTemplates()
}
}
- for (ItemTemplateContainer::iterator itr = _itemTemplateStore.begin(); itr != _itemTemplateStore.end(); ++itr)
- itr->second.InitializeQueryData();
-
// Check if item templates for DBC referenced character start outfit are present
std::set<uint32> notFoundOutfit;
for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
diff --git a/src/server/game/Handlers/ItemHandler.cpp b/src/server/game/Handlers/ItemHandler.cpp
index ce5ca1081b..880440a3dc 100644
--- a/src/server/game/Handlers/ItemHandler.cpp
+++ b/src/server/game/Handlers/ItemHandler.cpp
@@ -385,135 +385,6 @@ bool ItemTemplate::HasSpellPowerStat() const
return invalid;
}
-void ItemTemplate::InitializeQueryData()
-{
- queryData.Initialize(SMSG_ITEM_QUERY_SINGLE_RESPONSE, 1);
-
- queryData << ItemId;
- queryData << Class;
- queryData << SubClass;
- queryData << SoundOverrideSubclass;
- queryData << Name1;
- queryData << uint8(0x00); //pProto->Name2; // blizz not send name there, just uint8(0x00); <-- \0 = empty string = empty name...
- queryData << uint8(0x00); //pProto->Name3; // blizz not send name there, just uint8(0x00);
- queryData << uint8(0x00); //pProto->Name4; // blizz not send name there, just uint8(0x00);
- queryData << DisplayInfoID;
- queryData << Quality;
- queryData << Flags;
- queryData << Flags2;
- queryData << BuyPrice;
- queryData << SellPrice;
- queryData << InventoryType;
- queryData << AllowableClass;
- queryData << AllowableRace;
- queryData << ItemLevel;
- queryData << RequiredLevel;
- queryData << RequiredSkill;
- queryData << RequiredSkillRank;
- queryData << RequiredSpell;
- queryData << RequiredHonorRank;
- queryData << RequiredCityRank;
- queryData << RequiredReputationFaction;
- queryData << RequiredReputationRank;
- queryData << int32(MaxCount);
- queryData << int32(Stackable);
- queryData << ContainerSlots;
- queryData << StatsCount; // item stats count
- for (uint32 i = 0; i < StatsCount; ++i)
- {
- queryData << ItemStat[i].ItemStatType;
- queryData << ItemStat[i].ItemStatValue;
- }
- queryData << ScalingStatDistribution; // scaling stats distribution
- queryData << ScalingStatValue; // some kind of flags used to determine stat values column
- for (int i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i)
- {
- queryData << Damage[i].DamageMin;
- queryData << Damage[i].DamageMax;
- queryData << Damage[i].DamageType;
- }
-
- // resistances (7)
- queryData << Armor;
- queryData << HolyRes;
- queryData << FireRes;
- queryData << NatureRes;
- queryData << FrostRes;
- queryData << ShadowRes;
- queryData << ArcaneRes;
-
- queryData << Delay;
- queryData << AmmoType;
- queryData << RangedModRange;
-
- for (int s = 0; s < MAX_ITEM_PROTO_SPELLS; ++s)
- {
- // send DBC data for cooldowns in same way as it used in Spell::SendSpellCooldown
- // use `item_template` or if not set then only use spell cooldowns
- SpellInfo const* spell = sSpellMgr->GetSpellInfo(Spells[s].SpellId);
- if (spell)
- {
- bool db_data = Spells[s].SpellCooldown >= 0 || Spells[s].SpellCategoryCooldown >= 0;
-
- queryData << Spells[s].SpellId;
- queryData << Spells[s].SpellTrigger;
- queryData << int32(Spells[s].SpellCharges);
-
- if (db_data)
- {
- queryData << uint32(Spells[s].SpellCooldown);
- queryData << uint32(Spells[s].SpellCategory);
- queryData << uint32(Spells[s].SpellCategoryCooldown);
- }
- else
- {
- queryData << uint32(spell->RecoveryTime);
- queryData << uint32(spell->GetCategory());
- queryData << uint32(spell->CategoryRecoveryTime);
- }
- }
- else
- {
- queryData << uint32(0);
- queryData << uint32(0);
- queryData << uint32(0);
- queryData << uint32(-1);
- queryData << uint32(0);
- queryData << uint32(-1);
- }
- }
- queryData << Bonding;
- queryData << Description;
- queryData << PageText;
- queryData << LanguageID;
- queryData << PageMaterial;
- queryData << StartQuest;
- queryData << LockID;
- queryData << int32(Material);
- queryData << Sheath;
- queryData << RandomProperty;
- queryData << RandomSuffix;
- queryData << Block;
- queryData << ItemSet;
- queryData << MaxDurability;
- queryData << Area;
- queryData << Map; // Added in 1.12.x & 2.0.1 client branch
- queryData << BagFamily;
- queryData << TotemCategory;
- for (int s = 0; s < MAX_ITEM_PROTO_SOCKETS; ++s)
- {
- queryData << Socket[s].Color;
- queryData << Socket[s].Content;
- }
- queryData << socketBonus;
- queryData << GemProperties;
- queryData << RequiredDisenchantSkill;
- queryData << ArmorDamageModifier;
- queryData << Duration; // added in 2.4.2.8209, duration (seconds)
- queryData << ItemLimitCategory; // WotLK, ItemLimitCategory
- queryData << HolidayId; // Holiday.dbc?
-}
-
// Only _static_ data send in this packet !!!
void WorldSession::HandleItemQuerySingleOpcode(WorldPacket& recvData)
{