-> requires emote.scp extracted from client * updated: show incoming opcodes _before_ parsing them * updated DefScript: "emote" command will now also accept emote names (defined in emote.scp, field "name=...") * updated: replace %1$s in emote texts extracted from (non-english) dbc files with %s, this simplifies emote text displaying. * misc stuff
26 lines
634 B
C++
26 lines
634 B
C++
#ifndef _CACHEHANDLER_H
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#define _CACHEHANDLER_H
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struct PlayerNameCacheItem {
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uint64 _guid;
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std::string _name;
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};
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class PlayerNameCache {
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public:
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std::string GetName(uint64);
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bool IsKnown(uint64);
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uint64 GetGuid(std::string);
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bool AddInfo(uint64 guid, std::string name);
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bool AddInfo(PlayerNameCacheItem*);
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bool SaveToFile(void);
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bool ReadFromFile(void);
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uint32 GetSize(void);
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private:
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std::vector<PlayerNameCacheItem*> _cache;
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};
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void ItemProtoCache_InsertDataToSession(WorldSession *session);
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void ItemProtoCache_WriteDataToCache(WorldSession *session);
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#endif |