In net.cpp, I see where database.LoadItemList() gets called - so I follow that rabbit down the hole... where it then calls all these functions:
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void WorldDatabase::LoadItemList(){
LoadBags();
LoadFoods();
LoadWeapons();
LoadArmor();
LoadShields();
LoadSkillItems();LoadBags() : I am in a while loop for every Bag item in the database (314). Each while also executes LoadItemCommonData(id)
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Item* item = LoadItemCommonData(id);Code: Select all
SELECT id, name, icon, count, tier, weight, description, show_name, attuneable, artifact, lore, temporary, notrade, novalue, nozone, nodestroy, crafted, good_only, evil_only, skill_id_req, skill_id_req2, skill_min, skill_max, slots, sell_price, stack_count, collectable, offers_quest_id, part_of_quest_id, recommended_level, adventure_default_level, max_charges, tradeskill_default_level, adventure_classes, tradeskill_classes from itemsWe do that for every single item we load, which from my uneducated view, appears like we are loading all 111,085 items for every item we're loading!
Is that true? Or am I missing out on some C++ magic somewhere?
I was looking into why item_details_skills were not being used, when I noticed this and had to ask.
Thanks for your patience.