Пример #1
0
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());
}
Пример #2
0
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;
}
Пример #3
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);
}