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/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "ReputationPackets.h"
#include "PacketOperators.h"
namespace WorldPackets::Reputation
{
ByteBuffer& operator<<(ByteBuffer& data, FactionData const& factionData)
{
data << int32(factionData.FactionID);
data << uint16(factionData.Flags);
data << int32(factionData.Standing);
return data;
}
ByteBuffer& operator<<(ByteBuffer& data, FactionBonusData const& factionBonusData)
{
data << int32(factionBonusData.FactionID);
data << Bits<1>(factionBonusData.FactionHasBonus);
data.FlushBits();
return data;
}
}
WorldPacket const* WorldPackets::Reputation::InitializeFactions::Write()
{
_worldPacket << Size<uint32>(Factions);
_worldPacket << Size<uint32>(Bonuses);
for (FactionData const& faction : Factions)
_worldPacket << faction;
for (FactionBonusData const& bonus : Bonuses)
_worldPacket << bonus;
return &_worldPacket;
}
ByteBuffer& operator<<(ByteBuffer& data, WorldPackets::Reputation::FactionStandingData const& factionStanding)
{
data << int32(factionStanding.Index);
data << int32(factionStanding.Standing);
data << int32(factionStanding.FactionID);
return data;
}
WorldPacket const* WorldPackets::Reputation::SetFactionStanding::Write()
{
_worldPacket << float(BonusFromAchievementSystem);
_worldPacket << Size<uint32>(Faction);
for (FactionStandingData const& factionStanding : Faction)
_worldPacket << factionStanding;
_worldPacket << Bits<1>(ShowVisual);
_worldPacket.FlushBits();
return &_worldPacket;
}
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