Core/Guilds: guild code was completely refactored and rewritten.
* OOP desing and implementation; * all the queries are moved to prepared statements; * guild loading is optimized; * all the possible interaction with guild's data is done inside the guild class; * added more hooks to GuildScript class; WARNING: Make sure you backup your characters database before applying this change (just in case). Known problems with guilds: * when new member is added to the guild, MOTD is not displayed for him in guild tab of social window; * if you add item with random property to guild bank visual representation of item below it becomes wrong (it displays wrong stack number); * packets order differs from official: currently guild bank packet traffic is twice as more than on offy. --HG-- branch : trunk
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@@ -1715,12 +1715,12 @@ class Player : public Unit, public GridObject<Player>
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void SendUpdateToOutOfRangeGroupMembers();
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void SetInGuild(uint32 GuildId) { SetUInt32Value(PLAYER_GUILDID, GuildId); }
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void SetRank(uint32 rankId){ SetUInt32Value(PLAYER_GUILDRANK, rankId); }
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void SetRank(uint8 rankId) { SetUInt32Value(PLAYER_GUILDRANK, rankId); }
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uint8 GetRank() { return uint8(GetUInt32Value(PLAYER_GUILDRANK)); }
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void SetGuildIdInvited(uint32 GuildId) { m_GuildIdInvited = GuildId; }
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uint32 GetGuildId() { return GetUInt32Value(PLAYER_GUILDID); }
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static uint32 GetGuildIdFromDB(uint64 guid);
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uint32 GetRank(){ return GetUInt32Value(PLAYER_GUILDRANK); }
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static uint32 GetRankFromDB(uint64 guid);
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static uint8 GetRankFromDB(uint64 guid);
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int GetGuildIdInvited() { return m_GuildIdInvited; }
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static void RemovePetitionsAndSigns(uint64 guid, uint32 type);
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