Added support for reloading creature_onkill_reputation table

Commented ace in externals/CmakeLists.txt and moved zlib before g3dlite, requested by click

--HG--
branch : trunk
This commit is contained in:
Shauren
2010-06-08 17:19:36 +02:00
parent e5aa4f7be9
commit ae2f8d70a0
7 changed files with 22 additions and 5 deletions
+2 -2
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@@ -1,7 +1,7 @@
add_subdirectory(ace)
#add_subdirectory(ace)
#add_subdirectory(bzip2)
add_subdirectory(zlib)
add_subdirectory(g3dlite)
add_subdirectory(jemalloc)
#add_subdirectory(libmpq)
add_subdirectory(sockets)
add_subdirectory(zlib)
+3
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@@ -0,0 +1,3 @@
DELETE FROM `command` WHERE `name`='reload creature_onkill_reputation';
INSERT INTO `command` VALUES
('reload creature_onkill_reputation','3','Syntax: .reload creature_onkill_reputation\r\nReload creature_onkill_reputation table.');
+1
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@@ -571,6 +571,7 @@ INSERT INTO `command` VALUES
('reload creature_involvedrelation',3,'Syntax: .reload creature_involvedrelation\nReload creature_involvedrelation table.'),
('reload creature_linked_respawn',2,'Syntax: .reload creature_linked_respawn\r\nReload creature_linked_respawn table.'),
('reload creature_loot_template',3,'Syntax: .reload creature_loot_template\nReload creature_loot_template table.'),
('reload creature_onkill_reputation','3','Syntax: .reload creature_onkill_reputation\r\nReload creature_onkill_reputation table.'),
('reload creature_questrelation',3,'Syntax: .reload creature_questrelation\nReload creature_questrelation table.'),
('reload disenchant_loot_template',3,'Syntax: .reload disenchant_loot_template\nReload disenchant_loot_template table.'),
('reload event_scripts',3,'Syntax: .reload event_scripts\nReload event_scripts table.'),
+1
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@@ -460,6 +460,7 @@ ChatCommand * ChatHandler::getCommandTable()
{ "creature_involvedrelation", SEC_ADMINISTRATOR, true, &ChatHandler::HandleReloadCreatureQuestInvRelationsCommand,"",NULL },
{ "creature_linked_respawn", SEC_GAMEMASTER, true, &ChatHandler::HandleReloadCreatureLinkedRespawnCommand, "", NULL },
{ "creature_loot_template", SEC_ADMINISTRATOR, true, &ChatHandler::HandleReloadLootTemplatesCreatureCommand, "", NULL },
{ "creature_onkill_reputation", SEC_ADMINISTRATOR, true, &ChatHandler::HandleReloadOnKillReputationCommand, "", NULL },
{ "creature_questrelation", SEC_ADMINISTRATOR, true, &ChatHandler::HandleReloadCreatureQuestRelationsCommand, "", NULL },
{ "creature_template", SEC_ADMINISTRATOR, true, &ChatHandler::HandleReloadCreatureTemplateCommand, "", NULL },
//{ "db_script_string", SEC_ADMINISTRATOR, true, &ChatHandler::HandleReloadDbScriptStringCommand, "", NULL },
+1
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@@ -364,6 +364,7 @@ class ChatHandler
bool HandleReloadEventAISummonsCommand(const char* args);
bool HandleReloadEventAIScriptsCommand(const char* args);
bool HandleReloadCommandCommand(const char* args);
bool HandleReloadOnKillReputationCommand(const char* args);
bool HandleReloadCreatureTemplateCommand(const char* args);
bool HandleReloadCreatureQuestRelationsCommand(const char* args);
bool HandleReloadCreatureQuestInvRelationsCommand(const char* args);
+8
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@@ -749,6 +749,14 @@ bool ChatHandler::HandleReloadCommandCommand(const char*)
return true;
}
bool ChatHandler::HandleReloadOnKillReputationCommand(const char*)
{
sLog.outString("Re-Loading creature award reputation definitions...");
objmgr.LoadReputationOnKill();
SendGlobalGMSysMessage("DB table `creature_onkill_reputation` reloaded.");
return true;
}
bool ChatHandler::HandleReloadCreatureTemplateCommand(const char* args)
{
if (!*args)
+6 -3
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@@ -6488,6 +6488,9 @@ void ObjectMgr::LoadCorpses()
void ObjectMgr::LoadReputationOnKill()
{
// For reload case
mRepOnKill.clear();
uint32 count = 0;
// 0 1 2
@@ -6529,7 +6532,7 @@ void ObjectMgr::LoadReputationOnKill()
if (!GetCreatureTemplate(creature_id))
{
sLog.outErrorDb("Table `creature_onkill_reputation` have data for not existed creature entry (%u), skipped",creature_id);
sLog.outErrorDb("Table `creature_onkill_reputation` have data for not existed creature entry (%u), skipped", creature_id);
continue;
}
@@ -6538,7 +6541,7 @@ void ObjectMgr::LoadReputationOnKill()
FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(repOnKill.repfaction1);
if (!factionEntry1)
{
sLog.outErrorDb("Faction (faction.dbc) %u does not exist but is used in `creature_onkill_reputation`",repOnKill.repfaction1);
sLog.outErrorDb("Faction (faction.dbc) %u does not exist but is used in `creature_onkill_reputation`", repOnKill.repfaction1);
continue;
}
}
@@ -6548,7 +6551,7 @@ void ObjectMgr::LoadReputationOnKill()
FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(repOnKill.repfaction2);
if (!factionEntry2)
{
sLog.outErrorDb("Faction (faction.dbc) %u does not exist but is used in `creature_onkill_reputation`",repOnKill.repfaction2);
sLog.outErrorDb("Faction (faction.dbc) %u does not exist but is used in `creature_onkill_reputation`", repOnKill.repfaction2);
continue;
}
}