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Revert playerflags functions to uint instead of int (#1130)
Prevents issue with negative numbers resulting in bugs.
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41898bef86
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@ -418,7 +418,7 @@ void Character::WriteToDatabase() {
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delete printer;
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}
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void Character::SetPlayerFlag(const int32_t flagId, const bool value) {
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void Character::SetPlayerFlag(const uint32_t flagId, const bool value) {
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// If the flag is already set, we don't have to recalculate it
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if (GetPlayerFlag(flagId) == value) return;
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@ -465,7 +465,7 @@ void Character::SetPlayerFlag(const int32_t flagId, const bool value) {
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GameMessages::SendNotifyClientFlagChange(m_ObjectID, flagId, value, m_ParentUser->GetSystemAddress());
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}
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bool Character::GetPlayerFlag(const int32_t flagId) const {
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bool Character::GetPlayerFlag(const uint32_t flagId) const {
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// Calculate the index first
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const auto flagIndex = uint32_t(std::floor(flagId / 64));
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@ -415,14 +415,14 @@ public:
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* @param flagId the ID of the flag to set
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* @param value the value to set for the flag
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*/
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void SetPlayerFlag(int32_t flagId, bool value);
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void SetPlayerFlag(uint32_t flagId, bool value);
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/**
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* Gets the value for a certain character flag
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* @param flagId the ID of the flag to get a value for
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* @return the value of the flag given the ID (the default is false, obviously)
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*/
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bool GetPlayerFlag(int32_t flagId) const;
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bool GetPlayerFlag(uint32_t flagId) const;
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/**
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* Notifies the character that they're now muted
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