CharacterRef ItemFactory::SpawnCharacter(ItemData &data, CharacterData &charData, CharacterAppearance &appData, CorpMemberInfo &corpData) { CharacterRef c = Character::Spawn(*this, data, charData, appData, corpData); if( !c ) return CharacterRef(); m_items.insert( std::make_pair( c->itemID(), c ) ); return c; }
RefPtr<_Ty> Character::_LoadCharacter(ItemFactory &factory, uint32 characterID, // InventoryItem stuff: const CharacterType &charType, const ItemData &data, // Character stuff: const CharacterData &charData, const CorpMemberInfo &corpData) { // construct the item return CharacterRef( new Character( factory, characterID, charType, data, charData, corpData ) ); }
CharacterRef Character::Spawn(ItemFactory &factory, // InventoryItem stuff: ItemData &data, // Character stuff: CharacterData &charData, CharacterAppearance &appData, CorpMemberInfo &corpData ) { uint32 characterID = Character::_Spawn( factory, data, charData, appData, corpData ); if( characterID == 0 ) return CharacterRef(); return Character::Load( factory, characterID ); }
CharacterRef Character::Spawn(ItemFactory &factory, // InventoryItem stuff: ItemData &data, // Character stuff: CharacterData &charData, CharacterAppearance &appData, CorpMemberInfo &corpData ) { uint32 characterID = Character::_Spawn( factory, data, charData, appData, corpData ); if( characterID == 0 ) return CharacterRef(); CharacterRef charRef = Character::Load( factory, characterID ); // Create default dynamic attributes in the AttributeMap: charRef.get()->SetAttribute(AttrIsOnline, 1); // Is Online return charRef; }