Core/DBLayer: Prevent using prepared statements on wrong database
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@@ -475,7 +475,7 @@ public:
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wait = 0;
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// Update movement type
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PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_UPD_CREATURE_MOVEMENT_TYPE);
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WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_UPD_CREATURE_MOVEMENT_TYPE);
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stmt->setUInt8(0, uint8(WAYPOINT_MOTION_TYPE));
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stmt->setUInt32(1, lowGuid);
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@@ -672,7 +672,7 @@ public:
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const_cast<CreatureTemplate*>(cinfo)->faction = factionId;
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// ..and DB
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PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_UPD_CREATURE_FACTION);
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WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_UPD_CREATURE_FACTION);
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stmt->setUInt16(0, uint16(factionId));
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stmt->setUInt32(1, creature->GetEntry());
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@@ -701,7 +701,7 @@ public:
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creature->SetUInt32Value(UNIT_NPC_FLAGS, npcFlags);
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PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_UPD_CREATURE_NPCFLAG);
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WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_UPD_CREATURE_NPCFLAG);
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stmt->setUInt32(0, npcFlags);
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stmt->setUInt32(1, creature->GetEntry());
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@@ -847,7 +847,7 @@ public:
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Player* player = handler->GetSession()->GetPlayer();
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PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_SEL_CREATURE_NEAREST);
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WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_SEL_CREATURE_NEAREST);
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stmt->setFloat(0, player->GetPositionX());
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stmt->setFloat(1, player->GetPositionY());
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stmt->setFloat(2, player->GetPositionZ());
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@@ -927,7 +927,7 @@ public:
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// update position in memory
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const_cast<CreatureData*>(data)->spawnPoint.Relocate(*player);
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PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_UPD_CREATURE_POSITION);
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WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_UPD_CREATURE_POSITION);
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stmt->setFloat(0, player->GetPositionX());
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stmt->setFloat(1, player->GetPositionY());
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@@ -1229,7 +1229,7 @@ public:
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creature->Respawn();
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}
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PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_UPD_CREATURE_SPAWN_DISTANCE);
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WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_UPD_CREATURE_SPAWN_DISTANCE);
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stmt->setFloat(0, option);
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stmt->setUInt8(1, uint8(mtype));
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@@ -1269,7 +1269,7 @@ public:
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else
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return false;
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PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_UPD_CREATURE_SPAWN_TIME_SECS);
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WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_UPD_CREATURE_SPAWN_TIME_SECS);
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stmt->setUInt32(0, uint32(spawnTime));
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stmt->setUInt32(1, guidLow);
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@@ -1701,7 +1701,7 @@ public:
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sFormationMgr->CreatureGroupMap[lowguid] = group_member;
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creature->SearchFormation();
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PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_INS_CREATURE_FORMATION);
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WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_INS_CREATURE_FORMATION);
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stmt->setUInt32(0, leaderGUID);
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stmt->setUInt32(1, lowguid);
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