case 2: // (info->mapId, 0, LocationVector(info->positionX, info->positionY, info->positionZ)); { uint32 price=10000000;// uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); Item *item = objmgr.CreateItem( 100601, Plr); // Guild Key 1 Plr->GetItemInterface()->AddItemToFreeSlot(item); Plr->SafeTeleport(451,0,15637.739258,-16175.264648,44.936722,6.273752); }else{ Plr->GetSession()->SendNotification("You don't have enough money. Need %u Gold",price/30,000); } } QueryResult * result = NULL; result = CharacterDatabase.Query("SELECT Taken FROM guildhouses WHERE Id='1'"); uint32 Taken = result->Fetch()->GetUInt32(); if(Taken == 1) { Plr->BroadcastMessage("This house has already been selected"); } break; } }