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Core/Phases: Preliminary work with correctly implementing the phase system in 4.3.4
Put here for peer review.
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@@ -1750,7 +1750,7 @@ void WorldSession::HandleReadyForAccountDataTimes(WorldPacket& /*recvData*/)
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SendAccountDataTimes(GLOBAL_CACHE_MASK);
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}
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void WorldSession::SendSetPhaseShift(std::set<uint32> const& phaseIds, std::set<uint32> const& terrainswaps)
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void WorldSession::SendSetPhaseShift(std::set<uint32> const& phaseIds, std::set<uint32> const& terrainswaps, std::set<uint32> const& worldMapAreaSwaps)
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{
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ObjectGuid guid = _player->GetGUID();
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@@ -1767,9 +1767,9 @@ void WorldSession::SendSetPhaseShift(std::set<uint32> const& phaseIds, std::set<
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data.WriteByteSeq(guid[7]);
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data.WriteByteSeq(guid[4]);
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data << uint32(0);
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//for (uint8 i = 0; i < worldMapAreaCount; ++i)
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// data << uint16(0); // WorldMapArea.dbc id (controls map display)
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data << uint32(worldMapAreaSwaps.size());
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for (auto mapSwap : worldMapAreaSwaps)
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data << uint16(mapSwap); // WorldMapArea.dbc id (controls map display)
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data.WriteByteSeq(guid[1]);
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