Core/DBLayer: Prevent using prepared statements on wrong database

This commit is contained in:
Shauren
2019-07-27 01:00:37 +02:00
parent 1dcbceba81
commit e8e89f58fb
102 changed files with 604 additions and 577 deletions
@@ -966,7 +966,7 @@ void GameObject::SaveToDB(uint32 mapid, std::vector<Difficulty> const& spawnDiff
uint8 index = 0;
PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GAMEOBJECT);
WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GAMEOBJECT);
stmt->setUInt64(0, m_spawnId);
trans->Append(stmt);
@@ -1060,7 +1060,7 @@ void GameObject::DeleteFromDB()
GetMap()->RemoveGORespawnTime(m_spawnId);
sObjectMgr->DeleteGOData(m_spawnId);
PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GAMEOBJECT);
WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GAMEOBJECT);
stmt->setUInt64(0, m_spawnId);