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Core/DBLayer: Prevent using prepared statements on wrong database
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@@ -966,7 +966,7 @@ void GameObject::SaveToDB(uint32 mapid, std::vector<Difficulty> const& spawnDiff
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uint8 index = 0;
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PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GAMEOBJECT);
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WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GAMEOBJECT);
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stmt->setUInt64(0, m_spawnId);
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trans->Append(stmt);
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@@ -1060,7 +1060,7 @@ void GameObject::DeleteFromDB()
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GetMap()->RemoveGORespawnTime(m_spawnId);
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sObjectMgr->DeleteGOData(m_spawnId);
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PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GAMEOBJECT);
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WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GAMEOBJECT);
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stmt->setUInt64(0, m_spawnId);
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