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authormegamage <none@none>2009-08-19 16:54:52 -0500
committermegamage <none@none>2009-08-19 16:54:52 -0500
commitedc05f2c19b320ea28536ea963c16266a152d1b4 (patch)
tree5a9d4179887932bd05b8392e6064a815003b97f1 /src/game/QueryHandler.cpp
parent012d6fa865fb8083dcbeae9b04926527b3c19f4e (diff)
[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
Diffstat (limited to 'src/game/QueryHandler.cpp')
-rw-r--r--src/game/QueryHandler.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/game/QueryHandler.cpp b/src/game/QueryHandler.cpp
index 63233e8f678..860427e787e 100644
--- a/src/game/QueryHandler.cpp
+++ b/src/game/QueryHandler.cpp
@@ -154,6 +154,7 @@ void WorldSession::HandleCreatureQueryOpcode( WorldPacket & recv_data )
{
uint32 entry;
recv_data >> entry;
+ recv_data.read_skip<uint64>(); // guid
CreatureInfo const *ci = objmgr.GetCreatureTemplate(entry);
if (ci)
@@ -221,6 +222,7 @@ void WorldSession::HandleGameObjectQueryOpcode( WorldPacket & recv_data )
{
uint32 entryID;
recv_data >> entryID;
+ recv_data.read_skip<uint64>(); // guid
const GameObjectInfo *info = objmgr.GetGameObjectInfo(entryID);
if(info)