void Item::Init(uint32 high, uint32 low) { ///////////////////////////// from virtual_constructor /////////////// memset(m_uint32Values, 0, (ITEM_END)* sizeof(uint32)); SetUInt32Value(OBJECT_FIELD_TYPE, TYPE_ITEM | TYPE_OBJECT); SetScale(1); //always 1 SetScale(1); //always 1 m_itemProto = NULL; m_owner = NULL; loot = NULL; locked = false; m_isDirty = true; random_prop = 0; random_suffix = 0; wrapped_item_id = 0; m_mapId = MAPID_NOT_IN_WORLD; m_zoneId = 0; m_objectUpdated = false; m_mapMgr = 0; m_faction = NULL; m_factionDBC = NULL; m_instanceId = INSTANCEID_NOT_IN_WORLD; m_inQueue = false; m_extensions = NULL; m_loadedFromDB = false; ////////////////////////////////////////////////////////// SetLowGUID(low); SetHighGUID(high); m_wowGuid.Init(GetGUID()); }
Container::Container(uint32 high, uint32 low) : Item() { m_objectTypeId = TYPEID_CONTAINER; m_valuesCount = CONTAINER_END; m_uint32Values = __fields; memset(m_uint32Values, 0, (CONTAINER_END)*sizeof(uint32)); m_updateMask.SetCount(CONTAINER_END); SetUInt32Value(OBJECT_FIELD_TYPE, TYPE_CONTAINER | TYPE_ITEM | TYPE_OBJECT); SetLowGUID(low); SetHighGUID(high); m_wowGuid.Init(GetGUID()); SetScale(1); //always 1 m_Slot = NULL; random_suffix = random_prop = 0; }
Corpse::Corpse(uint32 high, uint32 low) { m_objectTypeId = TYPEID_CORPSE; m_valuesCount = CORPSE_END; m_uint32Values = _fields; memset(m_uint32Values, 0, (CORPSE_END)*sizeof(uint32)); m_updateMask.SetCount(CORPSE_END); SetUInt32Value(OBJECT_FIELD_TYPE, TYPE_CORPSE | TYPE_OBJECT); SetLowGUID(low); SetHighGUID(high); m_wowGuid.Init(GetGUID()); SetScale(1); //always 1 m_time = (time_t)0; m_state = CORPSE_STATE_BODY; _loadedfromdb = false; if(high != 0) objmgr.AddCorpse(this); }