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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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@@ -154,6 +154,7 @@ void WorldSession::HandleCreatureQueryOpcode( WorldPacket & recv_data )
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{
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uint32 entry;
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recv_data >> entry;
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recv_data.read_skip<uint64>(); // guid
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CreatureInfo const *ci = objmgr.GetCreatureTemplate(entry);
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if (ci)
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@@ -221,6 +222,7 @@ void WorldSession::HandleGameObjectQueryOpcode( WorldPacket & recv_data )
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{
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uint32 entryID;
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recv_data >> entryID;
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recv_data.read_skip<uint64>(); // guid
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const GameObjectInfo *info = objmgr.GetGameObjectInfo(entryID);
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if(info)
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