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https://github.com/Kelsidavis/WoWee.git
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Add one-time spawn camera pan
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parent
8bd60c3320
commit
5401683a8d
5 changed files with 81 additions and 7 deletions
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@ -204,9 +204,12 @@ struct SinglePlayerSqlite {
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" music_volume INTEGER,"
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" sfx_volume INTEGER,"
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" mouse_sensitivity REAL,"
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" invert_mouse INTEGER"
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" invert_mouse INTEGER,"
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" intro_seen INTEGER"
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");";
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return exec(kSchema);
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bool ok = exec(kSchema);
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exec("ALTER TABLE character_settings ADD COLUMN intro_seen INTEGER DEFAULT 0;");
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return ok;
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}
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};
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@ -1636,7 +1639,7 @@ bool GameHandler::loadSinglePlayerCharacterState(uint64_t guid) {
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spLastDirtyOrientation_ = movementInfo.orientation;
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const char* sqlSettings =
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"SELECT fullscreen, vsync, shadows, res_w, res_h, music_volume, sfx_volume, mouse_sensitivity, invert_mouse "
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"SELECT fullscreen, vsync, shadows, res_w, res_h, music_volume, sfx_volume, mouse_sensitivity, invert_mouse, intro_seen "
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"FROM character_settings WHERE guid=?;";
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if (sqlite3_prepare_v2(sp.db, sqlSettings, -1, &stmt, nullptr) == SQLITE_OK) {
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sqlite3_bind_int64(stmt, 1, static_cast<sqlite3_int64>(guid));
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@ -1650,6 +1653,7 @@ bool GameHandler::loadSinglePlayerCharacterState(uint64_t guid) {
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spSettings_.sfxVolume = sqlite3_column_int(stmt, 6);
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spSettings_.mouseSensitivity = static_cast<float>(sqlite3_column_double(stmt, 7));
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spSettings_.invertMouse = sqlite3_column_int(stmt, 8) != 0;
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spSettings_.introSeen = sqlite3_column_int(stmt, 9) != 0;
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spSettingsLoaded_ = true;
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}
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sqlite3_finalize(stmt);
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@ -1810,13 +1814,13 @@ void GameHandler::saveSinglePlayerCharacterState(bool force) {
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if (spSettingsLoaded_ && (force || (spDirtyFlags_ & SP_DIRTY_SETTINGS))) {
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const char* upsertSettings =
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"INSERT INTO character_settings "
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"(guid, fullscreen, vsync, shadows, res_w, res_h, music_volume, sfx_volume, mouse_sensitivity, invert_mouse) "
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"VALUES (?,?,?,?,?,?,?,?,?,?) "
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"(guid, fullscreen, vsync, shadows, res_w, res_h, music_volume, sfx_volume, mouse_sensitivity, invert_mouse, intro_seen) "
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"VALUES (?,?,?,?,?,?,?,?,?,?,?) "
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"ON CONFLICT(guid) DO UPDATE SET "
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"fullscreen=excluded.fullscreen, vsync=excluded.vsync, shadows=excluded.shadows, "
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"res_w=excluded.res_w, res_h=excluded.res_h, music_volume=excluded.music_volume, "
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"sfx_volume=excluded.sfx_volume, mouse_sensitivity=excluded.mouse_sensitivity, "
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"invert_mouse=excluded.invert_mouse;";
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"invert_mouse=excluded.invert_mouse, intro_seen=excluded.intro_seen;";
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if (sqlite3_prepare_v2(sp.db, upsertSettings, -1, &stmt, nullptr) == SQLITE_OK) {
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sqlite3_bind_int64(stmt, 1, static_cast<sqlite3_int64>(activeCharacterGuid_));
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sqlite3_bind_int(stmt, 2, spSettings_.fullscreen ? 1 : 0);
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@ -1828,6 +1832,7 @@ void GameHandler::saveSinglePlayerCharacterState(bool force) {
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sqlite3_bind_int(stmt, 8, spSettings_.sfxVolume);
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sqlite3_bind_double(stmt, 9, spSettings_.mouseSensitivity);
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sqlite3_bind_int(stmt, 10, spSettings_.invertMouse ? 1 : 0);
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sqlite3_bind_int(stmt, 11, spSettings_.introSeen ? 1 : 0);
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sqlite3_step(stmt);
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sqlite3_finalize(stmt);
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}
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