/* * Copyright (C) 2008-2019 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ #include "WorldSession.h" #include "Common.h" #include "Config.h" #include "DatabaseEnv.h" #include "Log.h" #include "DBCStores.h" #include "GameObject.h" #include "GameObjectAI.h" #include "Item.h" #include "ObjectAccessor.h" #include "ObjectMgr.h" #include "Opcodes.h" #include "Player.h" #include "ScriptMgr.h" #include "Spell.h" #include "SpellAuraEffects.h" #include "SpellMgr.h" #include "Totem.h" #include "World.h" #include "WorldPacket.h" void WorldSession::HandleClientCastFlags(WorldPacket& recvPacket, uint8 castFlags, SpellCastTargets& targets) { // some spell cast packet including more data (for projectiles?) if (castFlags & 0x02) { // not sure about these two float elevation, speed; recvPacket >> elevation; recvPacket >> speed; targets.SetElevation(elevation); targets.SetSpeed(speed); uint8 hasMovementData; recvPacket >> hasMovementData; if (hasMovementData) { recvPacket.SetOpcode(recvPacket.read()); HandleMovementOpcodes(recvPacket); } } } void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket) { /// @todo add targets.read() check Player* pUser = _player; // ignore for remote control state if (pUser->m_unitMovedByMe != pUser) return; uint8 bagIndex, slot, castFlags; uint8 castCount; // next cast if exists (single or not) ObjectGuid itemGUID; uint32 glyphIndex; // something to do with glyphs? uint32 spellId; // cast spell id recvPacket >> bagIndex >> slot >> castCount >> spellId >> itemGUID >> glyphIndex >> castFlags; if (glyphIndex >= MAX_GLYPH_SLOT_INDEX) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr); return; } Item* pItem = pUser->GetUseableItemByPos(bagIndex, slot); if (!pItem) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr); return; } if (pItem->GetGUID() != itemGUID) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr); return; } TC_LOG_DEBUG("network", "WORLD: CMSG_USE_ITEM packet, bagIndex: %u, slot: %u, castCount: %u, spellId: %u, Item: %u, glyphIndex: %u, data length = %i", bagIndex, slot, castCount, spellId, pItem->GetEntry(), glyphIndex, (uint32)recvPacket.size()); ItemTemplate const* proto = pItem->GetTemplate(); if (!proto) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, nullptr); return; } // some item classes can be used only in equipped state if (proto->InventoryType != INVTYPE_NON_EQUIP && !pItem->IsEquipped()) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, nullptr); return; } InventoryResult msg = pUser->CanUseItem(pItem); if (msg != EQUIP_ERR_OK) { pUser->SendEquipError(msg, pItem, nullptr); return; } // only allow conjured consumable, bandage, poisons (all should have the 2^21 item flag set in DB) if (proto->Class == ITEM_CLASS_CONSUMABLE && !(proto->Flags & ITEM_FLAG_IGNORE_DEFAULT_ARENA_RESTRICTIONS) && pUser->InArena()) { pUser->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH, pItem, nullptr); return; } // don't allow items banned in arena if ((proto->Flags & ITEM_FLAG_NOT_USEABLE_IN_ARENA) && pUser->InArena()) { pUser->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH, pItem, nullptr); return; } if (pUser->IsInCombat()) { for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(proto->Spells[i].SpellId)) { if (!spellInfo->CanBeUsedInCombat()) { pUser->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT, pItem, nullptr); return; } } } } // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory) if (pItem->GetTemplate()->Bonding == BIND_WHEN_USE || pItem->GetTemplate()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetTemplate()->Bonding == BIND_QUEST_ITEM) { if (!pItem->IsSoulBound()) { pItem->SetState(ITEM_CHANGED, pUser); pItem->SetBinding(true); } } SpellCastTargets targets; targets.Read(recvPacket, pUser); HandleClientCastFlags(recvPacket, castFlags, targets); // Note: If script stop casting it must send appropriate data to client to prevent stuck item in gray state. if (!sScriptMgr->OnItemUse(pUser, pItem, targets)) { // no script or script not process request by self pUser->CastItemUseSpell(pItem, targets, castCount, glyphIndex); } } void WorldSession::HandleOpenItemOpcode(WorldPacket& recvPacket) { TC_LOG_DEBUG("network", "WORLD: CMSG_OPEN_ITEM packet, data length = %i", (uint32)recvPacket.size()); Player* player = GetPlayer(); // ignore for remote control state if (player->m_unitMovedByMe != player) return; // additional check, client outputs message on its own if (!player->IsAlive()) { player->SendEquipError(EQUIP_ERR_YOU_ARE_DEAD, nullptr, nullptr); return; } uint8 bagIndex, slot; recvPacket >> bagIndex >> slot; TC_LOG_INFO("network", "bagIndex: %u, slot: %u", bagIndex, slot); Item* item = player->GetItemByPos(bagIndex, slot); if (!item) { player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr); return; } ItemTemplate const* proto = item->GetTemplate(); if (!proto) { player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, item, nullptr); return; } // Verify that the bag is an actual bag or wrapped item that can be used "normally" if (!(proto->Flags & ITEM_FLAG_HAS_LOOT) && !item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_WRAPPED)) { player->SendEquipError(EQUIP_ERR_CANT_DO_RIGHT_NOW, item, nullptr); TC_LOG_ERROR("entities.player.cheat", "Possible hacking attempt: Player %s [guid: %u] tried to open item [guid: %u, entry: %u] which is not openable!", player->GetName().c_str(), player->GetGUID().GetCounter(), item->GetGUID().GetCounter(), proto->ItemId); return; } // locked item uint32 lockId = proto->LockID; if (lockId) { LockEntry const* lockInfo = sLockStore.LookupEntry(lockId); if (!lockInfo) { player->SendEquipError(EQUIP_ERR_ITEM_LOCKED, item, nullptr); TC_LOG_ERROR("network", "WORLD::OpenItem: item [guid = %u] has an unknown lockId: %u!", item->GetGUID().GetCounter(), lockId); return; } // was not unlocked yet if (item->IsLocked()) { player->SendEquipError(EQUIP_ERR_ITEM_LOCKED, item, nullptr); return; } } if (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_WRAPPED))// wrapped? { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_GIFT_BY_ITEM); stmt->setUInt32(0, item->GetGUID().GetCounter()); _queryProcessor.AddQuery(CharacterDatabase.AsyncQuery(stmt) .WithPreparedCallback(std::bind(&WorldSession::HandleOpenWrappedItemCallback, this, item->GetPos(), item->GetGUID(), std::placeholders::_1))); } else player->SendLoot(item->GetGUID(), LOOT_CORPSE); } void WorldSession::HandleOpenWrappedItemCallback(uint16 pos, ObjectGuid itemGuid, PreparedQueryResult result) { if (!GetPlayer()) return; Item* item = GetPlayer()->GetItemByPos(pos); if (!item) return; if (item->GetGUID() != itemGuid || !item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_WRAPPED)) // during getting result, gift was swapped with another item return; if (!result) { TC_LOG_ERROR("network", "Wrapped item %u don't have record in character_gifts table and will deleted", itemGuid.GetCounter()); GetPlayer()->DestroyItem(item->GetBagSlot(), item->GetSlot(), true); return; } SQLTransaction trans = CharacterDatabase.BeginTransaction(); Field* fields = result->Fetch(); uint32 entry = fields[0].GetUInt32(); uint32 flags = fields[1].GetUInt32(); item->SetGuidValue(ITEM_FIELD_GIFTCREATOR, ObjectGuid::Empty); item->SetEntry(entry); item->SetUInt32Value(ITEM_FIELD_FLAGS, flags); item->SetUInt32Value(ITEM_FIELD_MAXDURABILITY, item->GetTemplate()->MaxDurability); item->SetState(ITEM_CHANGED, GetPlayer()); GetPlayer()->SaveInventoryAndGoldToDB(trans); PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GIFT); stmt->setUInt32(0, itemGuid.GetCounter()); trans->Append(stmt); CharacterDatabase.CommitTransaction(trans); } void WorldSession::HandleGameObjectUseOpcode(WorldPacket& recvData) { ObjectGuid guid; recvData >> guid; TC_LOG_DEBUG("network", "WORLD: Recvd CMSG_GAMEOBJ_USE Message [%s]", guid.ToString().c_str()); if (GameObject* obj = GetPlayer()->GetGameObjectIfCanInteractWith(guid)) { // ignore for remote control state if (GetPlayer()->m_unitMovedByMe != GetPlayer()) if (!(GetPlayer()->IsOnVehicle(GetPlayer()->m_unitMovedByMe) || GetPlayer()->IsMounted()) && !obj->GetGOInfo()->IsUsableMounted()) return; obj->Use(GetPlayer()); } } void WorldSession::HandleGameobjectReportUse(WorldPacket& recvPacket) { ObjectGuid guid; recvPacket >> guid; TC_LOG_DEBUG("network", "WORLD: Recvd CMSG_GAMEOBJ_REPORT_USE Message [%s]", guid.ToString().c_str()); // ignore for remote control state if (_player->m_unitMovedByMe != _player) return; if (GameObject* go = GetPlayer()->GetGameObjectIfCanInteractWith(guid)) { if (go->AI()->OnReportUse(_player)) return; _player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT, go->GetEntry()); } } void WorldSession::HandleCastSpellOpcode(WorldPacket& recvPacket) { uint32 spellId; uint8 castCount, castFlags; recvPacket >> castCount >> spellId >> castFlags; TC_LOG_DEBUG("network", "WORLD: got cast spell packet, castCount: %u, spellId: %u, castFlags: %u, data length = %u", castCount, spellId, castFlags, (uint32)recvPacket.size()); // ignore for remote control state (for player case) Unit* mover = _player->m_unitMovedByMe; if (mover != _player && mover->GetTypeId() == TYPEID_PLAYER) { recvPacket.rfinish(); // prevent spam at ignore packet return; } SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId); if (!spellInfo) { TC_LOG_ERROR("network", "WORLD: unknown spell id %u", spellId); recvPacket.rfinish(); // prevent spam at ignore packet return; } if (spellInfo->IsPassive()) { recvPacket.rfinish(); // prevent spam at ignore packet return; } Unit* caster = mover; if (caster->GetTypeId() == TYPEID_UNIT && !caster->ToCreature()->HasSpell(spellId)) { // If the vehicle creature does not have the spell but it allows the passenger to cast own spells // change caster to player and let him cast if (!_player->IsOnVehicle(caster) || spellInfo->CheckVehicle(_player) != SPELL_CAST_OK) { recvPacket.rfinish(); // prevent spam at ignore packet return; } caster = _player; } if (caster->GetTypeId() == TYPEID_PLAYER && !caster->ToPlayer()->HasActiveSpell(spellId)) { // not have spell in spellbook recvPacket.rfinish(); // prevent spam at ignore packet return; } // can't use our own spells when we're in possession of another unit, if (_player->isPossessing()) { recvPacket.rfinish(); // prevent spam at ignore packet return; } // client provided targets SpellCastTargets targets; targets.Read(recvPacket, caster); HandleClientCastFlags(recvPacket, castFlags, targets); // Client is resending autoshot cast opcode when other spell is cast during shoot rotation // Skip it to prevent "interrupt" message // Also check targets! target may have changed and we need to interrupt current spell if (spellInfo->IsAutoRepeatRangedSpell()) { if (Spell* spell = caster->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL)) { if (spell->m_spellInfo == spellInfo && spell->m_targets.GetUnitTargetGUID() == targets.GetUnitTargetGUID()) { recvPacket.rfinish(); return; } } } // auto-selection buff level base at target level (in spellInfo) // TODO: is this even necessary? client already seems to send correct rank for "standard" buffs if (spellInfo->IsPositive()) if (Unit* target = targets.GetUnitTarget()) { SpellInfo const* actualSpellInfo = spellInfo->GetAuraRankForLevel(target->getLevel()); // if rank not found then function return NULL but in explicit cast case original spell can be cast and later failed with appropriate error message if (actualSpellInfo) spellInfo = actualSpellInfo; } Spell* spell = new Spell(caster, spellInfo, TRIGGERED_NONE); spell->m_cast_count = castCount; // set count of casts spell->prepare(targets); } void WorldSession::HandleCancelCastOpcode(WorldPacket& recvPacket) { uint32 spellId; recvPacket.read_skip(); // counter, increments with every CANCEL packet, don't use for now recvPacket >> spellId; if (_player->IsNonMeleeSpellCast(false)) _player->InterruptNonMeleeSpells(false, spellId, false); } void WorldSession::HandleCancelAuraOpcode(WorldPacket& recvPacket) { uint32 spellId; recvPacket >> spellId; SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId); if (!spellInfo) return; // not allow remove spells with attr SPELL_ATTR0_CANT_CANCEL if (spellInfo->HasAttribute(SPELL_ATTR0_CANT_CANCEL)) return; // channeled spell case (it currently cast then) if (spellInfo->IsChanneled()) { if (Spell* curSpell = _player->GetCurrentSpell(CURRENT_CHANNELED_SPELL)) if (curSpell->m_spellInfo->Id == spellId) _player->InterruptSpell(CURRENT_CHANNELED_SPELL); return; } // non channeled case: // don't allow remove non positive spells // don't allow cancelling passive auras (some of them are visible) if (!spellInfo->IsPositive() || spellInfo->IsPassive()) return; // maybe should only remove one buff when there are multiple? _player->RemoveOwnedAura(spellId, ObjectGuid::Empty, 0, AURA_REMOVE_BY_CANCEL); // If spell being removed is a resource tracker, see if player was tracking both (herbs / minerals) and remove the other if (sWorld->getBoolConfig(CONFIG_ALLOW_TRACK_BOTH_RESOURCES) && spellInfo->HasAura(SPELL_AURA_TRACK_RESOURCES)) { Unit::AuraEffectList const& auraEffects = _player->GetAuraEffectsByType(SPELL_AURA_TRACK_RESOURCES); if (!auraEffects.empty()) { // Build list of spell IDs to cancel. Trying to cancel the aura while iterating // over AuraEffectList caused "incompatible iterator" errors on second pass std::list spellIDs; for (Unit::AuraEffectList::const_iterator auraEffect = auraEffects.begin(); auraEffect != auraEffects.end(); ++auraEffect) spellIDs.push_back((*auraEffect)->GetId()); // Remove all auras related to resource tracking (only Herbs and Minerals in 3.3.5a) for (std::list::iterator it = spellIDs.begin(); it != spellIDs.end(); ++it) _player->RemoveOwnedAura(*it, ObjectGuid::Empty, 0, AURA_REMOVE_BY_CANCEL); } } } void WorldSession::HandlePetCancelAuraOpcode(WorldPacket& recvPacket) { ObjectGuid guid; uint32 spellId; recvPacket >> guid; recvPacket >> spellId; SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId); if (!spellInfo) { TC_LOG_ERROR("network", "WORLD: unknown PET spell id %u", spellId); return; } Creature* pet = ObjectAccessor::GetCreatureOrPetOrVehicle(*_player, guid); if (!pet) { TC_LOG_ERROR("network", "HandlePetCancelAura: Attempt to cancel an aura for non-existant %s by player '%s'", guid.ToString().c_str(), GetPlayer()->GetName().c_str()); return; } if (pet != GetPlayer()->GetGuardianPet() && pet != GetPlayer()->GetCharmed()) { TC_LOG_ERROR("network", "HandlePetCancelAura: %s is not a pet of player '%s'", guid.ToString().c_str(), GetPlayer()->GetName().c_str()); return; } if (!pet->IsAlive()) { pet->SendPetActionFeedback(FEEDBACK_PET_DEAD); return; } pet->RemoveOwnedAura(spellId, ObjectGuid::Empty, 0, AURA_REMOVE_BY_CANCEL); } void WorldSession::HandleCancelGrowthAuraOpcode(WorldPacket& /*recvPacket*/) { } void WorldSession::HandleCancelAutoRepeatSpellOpcode(WorldPacket& /*recvPacket*/) { // may be better send SMSG_CANCEL_AUTO_REPEAT? // cancel and prepare for deleting _player->InterruptSpell(CURRENT_AUTOREPEAT_SPELL); } void WorldSession::HandleCancelChanneling(WorldPacket& recvData) { recvData.read_skip(); // spellid, not used // ignore for remote control state (for player case) Unit* mover = _player->m_unitMovedByMe; if (mover != _player && mover->GetTypeId() == TYPEID_PLAYER) return; mover->InterruptSpell(CURRENT_CHANNELED_SPELL); } void WorldSession::HandleTotemDestroyed(WorldPacket& recvPacket) { // ignore for remote control state if (_player->m_unitMovedByMe != _player) return; uint8 slotId; recvPacket >> slotId; ++slotId; if (slotId >= MAX_TOTEM_SLOT) return; if (!_player->m_SummonSlot[slotId]) return; Creature* totem = ObjectAccessor::GetCreature(*_player, _player->m_SummonSlot[slotId]); if (totem && totem->IsTotem()) totem->ToTotem()->UnSummon(); } void WorldSession::HandleSelfResOpcode(WorldPacket & /*recvData*/) { TC_LOG_DEBUG("network", "WORLD: CMSG_SELF_RES"); // empty opcode if (_player->HasAuraType(SPELL_AURA_PREVENT_RESURRECTION)) return; // silent return, client should display error by itself and not send this opcode if (uint32 spellId = _player->GetUInt32Value(PLAYER_SELF_RES_SPELL)) { _player->CastSpell(_player, spellId); _player->SetUInt32Value(PLAYER_SELF_RES_SPELL, 0); } } void WorldSession::HandleSpellClick(WorldPacket& recvData) { ObjectGuid guid; recvData >> guid; // this will get something not in world. crash Creature* unit = ObjectAccessor::GetCreatureOrPetOrVehicle(*_player, guid); if (!unit) return; /// @todo Unit::SetCharmedBy: 28782 is not in world but 0 is trying to charm it! -> crash if (!unit->IsInWorld()) return; unit->HandleSpellClick(_player); } void WorldSession::HandleMirrorImageDataRequest(WorldPacket& recvData) { TC_LOG_DEBUG("network", "WORLD: CMSG_GET_MIRRORIMAGE_DATA"); ObjectGuid guid; recvData >> guid; // Get unit for which data is needed by client Unit* unit = ObjectAccessor::GetUnit(*_player, guid); if (!unit) return; if (!unit->HasAuraType(SPELL_AURA_CLONE_CASTER)) return; // Get creator of the unit (SPELL_AURA_CLONE_CASTER does not stack) Unit* creator = unit->GetAuraEffectsByType(SPELL_AURA_CLONE_CASTER).front()->GetCaster(); if (!creator) return; WorldPacket data(SMSG_MIRRORIMAGE_DATA, 68); data << uint64(guid); data << uint32(creator->GetDisplayId()); data << uint8(creator->getRace()); data << uint8(creator->getGender()); data << uint8(creator->getClass()); if (creator->GetTypeId() == TYPEID_PLAYER) { Player* player = creator->ToPlayer(); data << uint8(player->GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_SKIN_ID)); data << uint8(player->GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_FACE_ID)); data << uint8(player->GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_STYLE_ID)); data << uint8(player->GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_COLOR_ID)); data << uint8(player->GetByteValue(PLAYER_BYTES_2, PLAYER_BYTES_2_OFFSET_FACIAL_STYLE)); data << uint32(player->GetGuildId()); // unk static EquipmentSlots const itemSlots[] = { EQUIPMENT_SLOT_HEAD, EQUIPMENT_SLOT_SHOULDERS, EQUIPMENT_SLOT_BODY, EQUIPMENT_SLOT_CHEST, EQUIPMENT_SLOT_WAIST, EQUIPMENT_SLOT_LEGS, EQUIPMENT_SLOT_FEET, EQUIPMENT_SLOT_WRISTS, EQUIPMENT_SLOT_HANDS, EQUIPMENT_SLOT_BACK, EQUIPMENT_SLOT_TABARD, EQUIPMENT_SLOT_END }; // Display items in visible slots for (EquipmentSlots const* itr = &itemSlots[0]; *itr != EQUIPMENT_SLOT_END; ++itr) { if (*itr == EQUIPMENT_SLOT_HEAD && player->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM)) data << uint32(0); else if (*itr == EQUIPMENT_SLOT_BACK && player->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK)) data << uint32(0); else if (Item const* item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, *itr)) data << uint32(item->GetTemplate()->DisplayInfoID); else data << uint32(0); } } else { // Skip player data for creatures data << uint8(0); data << uint32(0); data << uint32(0); data << uint32(0); data << uint32(0); data << uint32(0); data << uint32(0); data << uint32(0); data << uint32(0); data << uint32(0); data << uint32(0); data << uint32(0); data << uint32(0); data << uint32(0); } SendPacket(&data); } void WorldSession::HandleUpdateProjectilePosition(WorldPacket& recvPacket) { TC_LOG_DEBUG("network", "WORLD: CMSG_UPDATE_PROJECTILE_POSITION"); ObjectGuid casterGuid; uint32 spellId; uint8 castCount; float x, y, z; // Position of missile hit recvPacket >> casterGuid; recvPacket >> spellId; recvPacket >> castCount; recvPacket >> x; recvPacket >> y; recvPacket >> z; Unit* caster = ObjectAccessor::GetUnit(*_player, casterGuid); if (!caster) return; Spell* spell = caster->FindCurrentSpellBySpellId(spellId); if (!spell || !spell->m_targets.HasDst()) return; Position pos = *spell->m_targets.GetDstPos(); pos.Relocate(x, y, z); spell->m_targets.ModDst(pos); // we changed dest, recalculate flight time spell->RecalculateDelayMomentForDst(); WorldPacket data(SMSG_SET_PROJECTILE_POSITION, 21); data << uint64(casterGuid); data << uint8(castCount); data << float(x); data << float(y); data << float(z); caster->SendMessageToSet(&data, true); }