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Initial project location adjustment
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/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2014 MaNGOS project <http://getmangos.eu>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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#include "Corpse.h"
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#include "Player.h"
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#include "UpdateMask.h"
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#include "ObjectAccessor.h"
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#include "ObjectGuid.h"
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#include "Database/DatabaseEnv.h"
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#include "Opcodes.h"
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#include "GossipDef.h"
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#include "World.h"
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#include "ObjectMgr.h"
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Corpse::Corpse(CorpseType type) : WorldObject(),
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loot(this),
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lootRecipient(NULL),
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lootForBody(false)
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{
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m_objectType |= TYPEMASK_CORPSE;
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m_objectTypeId = TYPEID_CORPSE;
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m_updateFlag = UPDATEFLAG_HAS_POSITION;
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m_valuesCount = CORPSE_END;
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m_type = type;
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m_time = time(NULL);
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}
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Corpse::~Corpse()
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{
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}
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void Corpse::AddToWorld()
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{
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///- Register the corpse for guid lookup
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if (!IsInWorld())
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sObjectAccessor.AddObject(this);
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Object::AddToWorld();
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}
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void Corpse::RemoveFromWorld()
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{
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///- Remove the corpse from the accessor
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if (IsInWorld())
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sObjectAccessor.RemoveObject(this);
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Object::RemoveFromWorld();
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}
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bool Corpse::Create(uint32 guidlow)
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{
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Object::_Create(guidlow, 0, HIGHGUID_CORPSE);
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return true;
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}
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bool Corpse::Create(uint32 guidlow, Player* owner)
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{
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MANGOS_ASSERT(owner);
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WorldObject::_Create(guidlow, HIGHGUID_CORPSE, owner->GetPhaseMask());
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Relocate(owner->GetPositionX(), owner->GetPositionY(), owner->GetPositionZ(), owner->GetOrientation());
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// we need to assign owner's map for corpse
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// in other way we will get a crash in Corpse::SaveToDB()
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SetMap(owner->GetMap());
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if (!IsPositionValid())
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{
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sLog.outError("Corpse (guidlow %d, owner %s) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
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guidlow, owner->GetName(), owner->GetPositionX(), owner->GetPositionY());
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return false;
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}
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SetObjectScale(DEFAULT_OBJECT_SCALE);
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SetGuidValue(CORPSE_FIELD_OWNER, owner->GetObjectGuid());
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m_grid = MaNGOS::ComputeGridPair(GetPositionX(), GetPositionY());
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return true;
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}
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void Corpse::SaveToDB()
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{
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// bones should not be saved to DB (would be deleted on startup anyway)
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MANGOS_ASSERT(GetType() != CORPSE_BONES);
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// prevent DB data inconsistence problems and duplicates
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CharacterDatabase.BeginTransaction();
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DeleteFromDB();
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std::ostringstream ss;
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ss << "INSERT INTO corpse (guid,player,position_x,position_y,position_z,orientation,map,time,corpse_type,instance,phaseMask) VALUES ("
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<< GetGUIDLow() << ", "
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<< GetOwnerGuid().GetCounter() << ", "
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<< GetPositionX() << ", "
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<< GetPositionY() << ", "
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<< GetPositionZ() << ", "
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<< GetOrientation() << ", "
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<< GetMapId() << ", "
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<< uint64(m_time) << ", "
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<< uint32(GetType()) << ", "
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<< int(GetInstanceId()) << ", "
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<< uint32(GetPhaseMask()) << ")"; // prevent out of range error
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CharacterDatabase.Execute(ss.str().c_str());
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CharacterDatabase.CommitTransaction();
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}
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void Corpse::DeleteBonesFromWorld()
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{
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MANGOS_ASSERT(GetType() == CORPSE_BONES);
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Corpse* corpse = GetMap()->GetCorpse(GetObjectGuid());
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if (!corpse)
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{
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sLog.outError("Bones %u not found in world.", GetGUIDLow());
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return;
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}
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AddObjectToRemoveList();
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}
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void Corpse::DeleteFromDB()
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{
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// bones should not be saved to DB (would be deleted on startup anyway)
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MANGOS_ASSERT(GetType() != CORPSE_BONES);
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// all corpses (not bones)
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static SqlStatementID id;
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SqlStatement stmt = CharacterDatabase.CreateStatement(id, "DELETE FROM corpse WHERE player = ? AND corpse_type <> '0'");
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stmt.PExecute(GetOwnerGuid().GetCounter());
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}
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bool Corpse::LoadFromDB(uint32 lowguid, Field* fields)
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{
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//// 0 1 2 3 4 5 6
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// QueryResult *result = CharacterDatabase.Query("SELECT corpse.guid, player, corpse.position_x, corpse.position_y, corpse.position_z, corpse.orientation, corpse.map,"
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//// 7 8 9 10 11 12 13 14 15 16 17 18
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// "time, corpse_type, instance, phaseMask, gender, race, class, playerBytes, playerBytes2, equipmentCache, guildId, playerFlags FROM corpse"
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uint32 playerLowGuid = fields[1].GetUInt32();
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float positionX = fields[2].GetFloat();
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float positionY = fields[3].GetFloat();
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float positionZ = fields[4].GetFloat();
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float orientation = fields[5].GetFloat();
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uint32 mapid = fields[6].GetUInt32();
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Object::_Create(lowguid, 0, HIGHGUID_CORPSE);
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m_time = time_t(fields[7].GetUInt64());
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m_type = CorpseType(fields[8].GetUInt32());
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if (m_type >= MAX_CORPSE_TYPE)
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{
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sLog.outError("%s Owner %s have wrong corpse type (%i), not load.", GetGuidStr().c_str(), GetOwnerGuid().GetString().c_str(), m_type);
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return false;
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}
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uint32 instanceid = fields[9].GetUInt32();
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uint32 phaseMask = fields[10].GetUInt32();
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uint8 gender = fields[11].GetUInt8();
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uint8 race = fields[12].GetUInt8();
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uint8 _class = fields[13].GetUInt8();
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uint32 playerBytes = fields[14].GetUInt32();
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uint32 playerBytes2 = fields[15].GetUInt32();
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uint32 guildId = fields[17].GetUInt32();
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uint32 playerFlags = fields[18].GetUInt32();
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ObjectGuid guid = ObjectGuid(HIGHGUID_CORPSE, lowguid);
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ObjectGuid playerGuid = ObjectGuid(HIGHGUID_PLAYER, playerLowGuid);
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// overwrite possible wrong/corrupted guid
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SetGuidValue(OBJECT_FIELD_GUID, guid);
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SetGuidValue(CORPSE_FIELD_OWNER, playerGuid);
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SetObjectScale(DEFAULT_OBJECT_SCALE);
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PlayerInfo const* info = sObjectMgr.GetPlayerInfo(race, _class);
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if (!info)
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{
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sLog.outError("Player %u has incorrect race/class pair.", GetGUIDLow());
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return false;
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}
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SetUInt32Value(CORPSE_FIELD_DISPLAY_ID, gender == GENDER_FEMALE ? info->displayId_f : info->displayId_m);
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// Load equipment
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Tokens data = StrSplit(fields[16].GetCppString(), " ");
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for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; ++slot)
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{
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uint32 visualbase = slot * 2;
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uint32 item_id = GetUInt32ValueFromArray(data, visualbase);
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const ItemPrototype* proto = ObjectMgr::GetItemPrototype(item_id);
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if (!proto)
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{
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SetUInt32Value(CORPSE_FIELD_ITEM + slot, 0);
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continue;
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}
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SetUInt32Value(CORPSE_FIELD_ITEM + slot, proto->DisplayInfoID | (proto->InventoryType << 24));
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}
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uint8 skin = (uint8)(playerBytes);
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uint8 face = (uint8)(playerBytes >> 8);
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uint8 hairstyle = (uint8)(playerBytes >> 16);
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uint8 haircolor = (uint8)(playerBytes >> 24);
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uint8 facialhair = (uint8)(playerBytes2);
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SetUInt32Value(CORPSE_FIELD_BYTES_1, ((0x00) | (race << 8) | (gender << 16) | (skin << 24)));
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SetUInt32Value(CORPSE_FIELD_BYTES_2, ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24)));
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//SetUInt32Value(CORPSE_FIELD_GUILD, guildId);
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uint32 flags = CORPSE_FLAG_UNK2;
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if (playerFlags & PLAYER_FLAGS_HIDE_HELM)
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flags |= CORPSE_FLAG_HIDE_HELM;
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if (playerFlags & PLAYER_FLAGS_HIDE_CLOAK)
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flags |= CORPSE_FLAG_HIDE_CLOAK;
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SetUInt32Value(CORPSE_FIELD_FLAGS, flags);
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// no need to mark corpse as lootable, because corpses are not saved in battle grounds
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// place
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SetLocationInstanceId(instanceid);
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SetLocationMapId(mapid);
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SetPhaseMask(phaseMask, false);
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Relocate(positionX, positionY, positionZ, orientation);
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if (!IsPositionValid())
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{
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sLog.outError("%s Owner %s not created. Suggested coordinates isn't valid (X: %f Y: %f)",
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GetGuidStr().c_str(), GetOwnerGuid().GetString().c_str(), GetPositionX(), GetPositionY());
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return false;
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}
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m_grid = MaNGOS::ComputeGridPair(GetPositionX(), GetPositionY());
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return true;
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}
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bool Corpse::isVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const
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{
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return IsInWorld() && u->IsInWorld() && IsWithinDistInMap(viewPoint, GetMap()->GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
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}
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bool Corpse::IsHostileTo(Unit const* unit) const
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{
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if (Player* owner = sObjectMgr.GetPlayer(GetOwnerGuid()))
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return owner->IsHostileTo(unit);
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else
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return false;
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}
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bool Corpse::IsFriendlyTo(Unit const* unit) const
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{
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if (Player* owner = sObjectMgr.GetPlayer(GetOwnerGuid()))
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return owner->IsFriendlyTo(unit);
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else
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return true;
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}
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bool Corpse::IsExpired(time_t t) const
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{
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if (m_type == CORPSE_BONES)
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return m_time < t - 60 * MINUTE;
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else
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return m_time < t - 3 * DAY;
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}
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