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[6867] Optimized working with DB in Guild code. No need of parsing/saving players data fields anymore.
Signed-off-by: ApoC <apoc@nymfe.net>
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8347cba493
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571221148a
5 changed files with 32 additions and 50 deletions
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@ -1347,7 +1347,7 @@ void Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
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*p_data << GetPositionY();
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*p_data << GetPositionZ();
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*p_data << GetUInt32Value(PLAYER_GUILDID); // guild id
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*p_data << (result ? result->Fetch()[13].GetUInt32() : 0);
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uint32 char_flags = 0;
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if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
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@ -1360,7 +1360,7 @@ void Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
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char_flags |= CHARACTER_FLAG_RENAME;
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// always send the flag if declined names aren't used
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// to let the client select a default method of declining the name
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if(!sWorld.getConfig(CONFIG_DECLINED_NAMES_USED) || (result && result->Fetch()[13].GetCppString() != ""))
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if(!sWorld.getConfig(CONFIG_DECLINED_NAMES_USED) || (result && result->Fetch()[14].GetCppString() != ""))
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char_flags |= CHARACTER_FLAG_DECLINED;
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*p_data << (uint32)char_flags; // character flags
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