[DiscordArchive] I think I did. I searched up an existing table and edited all files in the search results. Do you kn
[DiscordArchive] I think I did. I searched up an existing table and edited all files in the search results. Do you kn
Archived author: Marius • Posted: 2022-06-13T21:38:15.082000+00:00
Original source
I think I did. I searched up an existing table and edited all files in the search results. Do you know the file name of the palce where the main loading happens, so I can verify?
Archived author: Marius • Posted: 2022-06-13T21:39:49.055000+00:00
Original source
I am calling
LOAD_DB2(sNPCModelItemSlotDisplayInfoStore) in DB2Stores.cpp
DB2Storage<NPCModelItemSlotDisplayInfoEntry> sNPCModelItemSlotDisplayInfoStore("NPCModelItemSlotDisplayInfo.db2", NPCModelItemSlotDisplayInfoLoadInfo::Instance());
Archived author: Marius • Posted: 2022-06-13T21:43:38.412000+00:00
Original source
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One small detail I am not 100% sure about is whether I used the correct types for the DB2 properties.. I figured I would maybe get an error or something if there was a mismatch.
The LoadInfo section generated like this:
struct NPCModelItemSlotDisplayInfoLoadInfo
{
static DB2LoadInfo const* Instance()
{
static DB2FieldMeta const fields[] =
{
{ false, FT_INT, "ID" },
{ false, FT_INT, "ItemDisplayInfoID" },
{ false, FT_SHORT, "ItemSlot" },
{ false, FT_INT, "NpcModelID" },
};
static DB2LoadInfo const loadInfo(&fields[0], std::extent<decltype(fields)>::value, NPCModelItemSlotDisplayInfoMeta::Instance(), HOTFIX_SEL_NPC_MODEL_ITEM_SLOT_DISPLAY_INFO);
return &loadInfo;
}
};