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authorDDuarte <dnpd.dd@gmail.com>2014-09-11 04:24:07 +0100
committerDDuarte <dnpd.dd@gmail.com>2014-09-11 04:24:07 +0100
commit92ff34fc6a8b03d487be1d94cd23cb4e19877cd6 (patch)
tree3d296c9ae07965a805a9b4cbc2a348e53f605375
parenta84bfc3807a35907a9d6cac7c4f67041811e0615 (diff)
Core/Net: Fix SMSG_CHAR_ENUM structure when player has no characters
-rw-r--r--src/server/game/Handlers/CharacterHandler.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/Handlers/CharacterHandler.cpp b/src/server/game/Handlers/CharacterHandler.cpp
index 422e5ce206b..f917b3970c8 100644
--- a/src/server/game/Handlers/CharacterHandler.cpp
+++ b/src/server/game/Handlers/CharacterHandler.cpp
@@ -252,12 +252,12 @@ void WorldSession::HandleCharEnum(PreparedQueryResult result)
if (!sWorld->HasCharacterNameData(guidLow)) // This can happen if characters are inserted into the database manually. Core hasn't loaded name data yet.
sWorld->AddCharacterNameData(guidLow, (*result)[1].GetString(), (*result)[4].GetUInt8(), (*result)[2].GetUInt8(), (*result)[3].GetUInt8(), (*result)[7].GetUInt8());
} while (result->NextRow());
-
- bitBuffer.FlushBits();
}
else
bitBuffer.WriteBits(0, 17);
+ bitBuffer.FlushBits();
+
WorldPacket data(SMSG_CHAR_ENUM, 7 + bitBuffer.size() + dataBuffer.size());
data.append(bitBuffer);
if (charCount)