Core/Phases: Preliminary work with correctly implementing the phase system in 4.3.4

Put here for peer review.
This commit is contained in:
Subv
2014-06-01 22:27:29 -05:00
parent 6bc62d730e
commit 48ec2df81f
40 changed files with 436 additions and 863 deletions

View File

@@ -1750,7 +1750,7 @@ void WorldSession::HandleReadyForAccountDataTimes(WorldPacket& /*recvData*/)
SendAccountDataTimes(GLOBAL_CACHE_MASK);
}
void WorldSession::SendSetPhaseShift(std::set<uint32> const& phaseIds, std::set<uint32> const& terrainswaps)
void WorldSession::SendSetPhaseShift(std::set<uint32> const& phaseIds, std::set<uint32> const& terrainswaps, std::set<uint32> const& worldMapAreaSwaps)
{
ObjectGuid guid = _player->GetGUID();
@@ -1767,9 +1767,9 @@ void WorldSession::SendSetPhaseShift(std::set<uint32> const& phaseIds, std::set<
data.WriteByteSeq(guid[7]);
data.WriteByteSeq(guid[4]);
data << uint32(0);
//for (uint8 i = 0; i < worldMapAreaCount; ++i)
// data << uint16(0); // WorldMapArea.dbc id (controls map display)
data << uint32(worldMapAreaSwaps.size());
for (auto mapSwap : worldMapAreaSwaps)
data << uint16(mapSwap); // WorldMapArea.dbc id (controls map display)
data.WriteByteSeq(guid[1]);