Core/DB: Fix character creation in Player::SaveToDB.

And some misc comments/whitespaces
This commit is contained in:
kaelima
2011-11-26 01:53:44 +01:00
parent 754f6f29ac
commit a919265623
8 changed files with 16 additions and 15 deletions
+3 -7
View File
@@ -3088,7 +3088,8 @@ void Player::GiveLevel(uint8 level)
// Refer-A-Friend
if (GetSession()->GetRecruiterId())
if (level < sWorld->getIntConfig(CONFIG_MAX_RECRUIT_A_FRIEND_BONUS_PLAYER_LEVEL))
if (level % 2 == 0) {
if (level % 2 == 0)
{
++m_grantableLevels;
if (!HasByteFlag(PLAYER_FIELD_BYTES, 1, 0x01))
@@ -18353,9 +18354,7 @@ void Player::SaveToDB(bool create /*=false*/)
// cache equipment...
for (uint32 i = 0; i < EQUIPMENT_SLOT_END * 2; ++i)
ss << GetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + i) << ' ';
stmt->setString(index++, ss.str());
ss.str().clear();
// ...and bags for enum opcode
for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
@@ -18466,9 +18465,7 @@ void Player::SaveToDB(bool create /*=false*/)
// cache equipment...
for (uint32 i = 0; i < EQUIPMENT_SLOT_END * 2; ++i)
ss << GetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + i) << ' ';
stmt->setString(index++, ss.str());
ss.str().clear();
// ...and bags for enum opcode
for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
@@ -22917,7 +22914,6 @@ bool Player::CanCaptureTowerPoint()
}
uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair, BarberShopStyleEntry const* newSkin)
{
uint8 level = getLevel();
+2 -1
View File
@@ -774,7 +774,7 @@ enum PlayerChatTag
CHAT_TAG_AFK = 0x01,
CHAT_TAG_DND = 0x02,
CHAT_TAG_GM = 0x04,
CHAT_TAG_UNK = 0x08, // Probably battleground commentator
CHAT_TAG_COM = 0x08, // Commentator
CHAT_TAG_DEV = 0x10,
};
@@ -2301,6 +2301,7 @@ class Player : public Unit, public GridObject<Player>
m_mover = target;
m_mover->m_movedPlayer = this;
}
void SetSeer(WorldObject* target) { m_seer = target; }
void SetViewpoint(WorldObject* target, bool apply);
WorldObject* GetViewpoint() const;
@@ -130,7 +130,7 @@ void PlayerSocial::SendSocialList(Player* player)
sSocialMgr->GetFriendInfo(player, itr->first, itr->second);
data << uint64(itr->first); // player guid
data << uint32(itr->second.Flags); // player flag (0x1-friend?, 0x2-ignored?, 0x4-muted?)
data << uint32(itr->second.Flags); // player flag (0x1 = Friend, 0x2 = Ignored, 0x4 = Muted)
data << itr->second.Note; // string note
if (itr->second.Flags & SOCIAL_FLAG_FRIEND) // if IsFriend()
{