[8098] Support uint32 spell ids in code.

* Propertly work with uint32 spell ids in player action bar
* Fix in same time bug with not save equipment set button with id==0
* Merge misc field in character_action and playercreateinfo_action to action field as 3 byte
* Propertly load uint32 spell ids from character_spell
* Fixed types for some pet/creature related structure for spell id storing.
This commit is contained in:
VladimirMangos 2009-06-30 07:37:36 +04:00
parent c24e041794
commit 1baec77845
21 changed files with 638 additions and 565 deletions

View file

@ -2404,8 +2404,8 @@ void ObjectMgr::LoadPlayerInfo()
// Load playercreate actions
{
// 0 1 2 3 4 5
QueryResult *result = WorldDatabase.Query("SELECT race, class, button, action, type, misc FROM playercreateinfo_action");
// 0 1 2 3 4
QueryResult *result = WorldDatabase.Query("SELECT race, class, button, action, type FROM playercreateinfo_action");
uint32 count = 0;
@ -2440,10 +2440,7 @@ void ObjectMgr::LoadPlayerInfo()
}
PlayerInfo* pInfo = &playerInfo[current_race][current_class];
pInfo->action[0].push_back(fields[2].GetUInt16());
pInfo->action[1].push_back(fields[3].GetUInt16());
pInfo->action[2].push_back(fields[4].GetUInt16());
pInfo->action[3].push_back(fields[5].GetUInt16());
pInfo->action.push_back(PlayerCreateInfoAction(fields[2].GetUInt8(),fields[3].GetUInt32(),fields[4].GetUInt8()));
bar.step();
++count;