load player corpse decay time
zone/client_packet.cpp
Code:
sec = (ttime/1000)%60; // Total seconds Code:
dbid = in_dbid; Code:
void Corpse::LoadPlayerCorpseDecayTime(int32 dbid){ Code:
class Corpse : public Mob |
make shadow rest functionary again with previous change
zone/playercorpse.cpp Code:
- end += sprintf(end, "UPDATE player_corpses SET IsBurried=0, zoneid=%u, x=%f, y=%f, z=%f, heading=%f, WasAtGraveyard=0 WHERE id=%u", new_zoneid, new_x, new_y, new_z, new_heading, dbid); common/shareddb.cpp Code:
- if (!RunQuery(query, MakeAnyLenString(&query, "UPDATE player_corpses SET IsBurried = 1 WHERE (UNIX_TIMESTAMP() - UNIX_TIMESTAMP(timeofdeath)) > %d and not timeofdeath=0", RuleI(Character, CorpseDecayTimeMS)), errbuf, 0, &affected_rows)) { Code:
- if (!RunQuery(query, MakeAnyLenString(&query, "Delete from player_corpses where (UNIX_TIMESTAMP() - UNIX_TIMESTAMP(timeofdeath)) > %d and not timeofdeath=0", RuleI(Character, CorpseDecayTimeMS)), errbuf, 0, &affected_rows)) { |
I haven't had a chance to revisit this yet but I'm marking it so I'll remember.
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