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@ -2798,7 +2798,6 @@ void updateInventoryFromStream (NLMISC::CBitMemStream &impulse, const CInventory
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// Apply property to database
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CCDBNodeBranch *slotNode = safe_cast<CCDBNodeBranch*>(inventoryNode->getNode( (uint16)itemSlot.getSlotIndex() ));
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CCDBNodeLeaf *leafNode = type_cast<CCDBNodeLeaf*>(slotNode->find( string(INVENTORIES::CItemSlot::ItemPropStr[itemSlot.getOneProp().ItemPropId]) ));
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if (!leafNode) nlwarning("BUG: Inventory slot property missing in database (iuOneProp) (%s, %i, %s)", slotNode->getFullName().c_str(), (sint)itemSlot.getOneProp().ItemPropId, INVENTORIES::CItemSlot::ItemPropStr[itemSlot.getOneProp().ItemPropId]);
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SKIP_IF( !leafNode, "Inventory slot property missing in database", continue );
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leafNode->setPropCheckGC( serverTick, (sint64)itemSlot.getOneProp().ItemPropValue );
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@ -2816,8 +2815,8 @@ void updateInventoryFromStream (NLMISC::CBitMemStream &impulse, const CInventory
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// Instead of clearing all leaves (by index), we must find and clear only the
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// properties in TItemPropId, because the actual database leaves may have
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// less properties, and because we must not clear the leaf INFO_VERSION.
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// NOTE: For example, only player BAG inventory has WORNED leaf.
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CCDBNodeLeaf *leafNode = type_cast<CCDBNodeLeaf*>(slotNode->find( string(INVENTORIES::CItemSlot::ItemPropStr[i]) ));
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if (!leafNode) nlwarning("BUG: Inventory slot property missing in database (iuReset) (%s, %i, %s)", slotNode->getFullName().c_str(), (sint)i, INVENTORIES::CItemSlot::ItemPropStr[i]);
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SKIP_IF( !leafNode, "Inventory slot property missing in database", continue );
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leafNode->setPropCheckGC( serverTick, 0 );
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}
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