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[8382] Implement ByteArray functions for skip read of fields not needed for server in received packets. Author: VladimirMangos
* Use this fucntions in some case.
* Change some packets to form: read fields first check later for better control recieved packets structure.
* Fix CMSG_STAND_STATE_CHANGE packet structure to more correct.
--HG--
branch : trunk
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@@ -617,11 +617,7 @@ void WorldSession::HandleAreaSpiritHealerQueueOpcode( WorldPacket & recv_data )
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void WorldSession::HandleBattlemasterJoinArena( WorldPacket & recv_data )
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{
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sLog.outDebug("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA");
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recv_data.hexlike();
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// ignore if we already in BG or BG queue
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if (_player->InBattleGround())
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return;
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//recv_data.hexlike();
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uint64 guid; // arena Battlemaster guid
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uint8 arenaslot; // 2v2, 3v3 or 5v5
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@@ -631,6 +627,10 @@ void WorldSession::HandleBattlemasterJoinArena( WorldPacket & recv_data )
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recv_data >> guid >> arenaslot >> asGroup >> isRated;
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// ignore if we already in BG or BG queue
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if (_player->InBattleGround())
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return;
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Creature *unit = GetPlayer()->GetMap()->GetCreature(guid);
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if (!unit)
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return;
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