fix(Core/Players): Properly save resting state to DB. (#8014)
Fixes #7782
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4 changed files with 22 additions and 8 deletions
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@ -4901,8 +4901,10 @@ bool Player::LoadFromDB(ObjectGuid playerGuid, CharacterDatabaseQueryHolder cons
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//"resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, instance_mode_mask, "
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// 44 45 46 47 48 49 50 51 52 53 54
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//"arenaPoints, totalHonorPoints, todayHonorPoints, yesterdayHonorPoints, totalKills, todayKills, yesterdayKills, chosenTitle, knownCurrencies, watchedFaction, drunk, "
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// 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71
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//"health, power1, power2, power3, power4, power5, power6, power7, instance_id, talentGroupsCount, activeTalentGroup, exploredZones, equipmentCache, ammoId, knownTitles, actionBars, grantableLevels FROM characters WHERE guid = '%u'", guid);
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// 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69
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//"health, power1, power2, power3, power4, power5, power6, power7, instance_id, talentGroupsCount, activeTalentGroup, exploredZones, equipmentCache, ammoId, knownTitles,
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// 70 71 72
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//"actionBars, grantableLevels, innTriggerId FROM characters WHERE guid = '%u'", guid);
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PreparedQueryResult result = holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_FROM);
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if (!result)
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@ -5369,13 +5371,19 @@ bool Player::LoadFromDB(ObjectGuid playerGuid, CharacterDatabaseQueryHolder cons
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float bubble0 = 0.031f;
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//speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
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float bubble1 = 0.125f;
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float bubble = fields[28].GetUInt8() > 0
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float bubble = fields[28].GetUInt8() > 0
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? bubble1 * sWorld->getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
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: bubble0 * sWorld->getRate(RATE_REST_OFFLINE_IN_WILDERNESS);
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SetRestBonus(GetRestBonus() + time_diff * ((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP) / 72000)*bubble);
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}
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uint32 innTriggerId = fields[72].GetUInt32();
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if (innTriggerId)
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{
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SetRestFlag(REST_FLAG_IN_TAVERN, innTriggerId);
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}
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// load skills after InitStatsForLevel because it triggering aura apply also
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_LoadSkills(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_SKILLS));
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UpdateSkillsForLevel(); //update skills after load, to make sure they are correctly update at player load
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