Beispiel #1
0
void BuildPlayerLockDungeonBlock(WorldPacket& data, lfg::LfgLockMap const& lock)
{
    data << uint32(lock.size());                           // Size of lock dungeons
    for (lfg::LfgLockMap::const_iterator it = lock.begin(); it != lock.end(); ++it)
    {
        data << uint32(it->first);                         // Dungeon entry (id + type)
        data << uint32(it->second);                        // Lock status
    }
}
void BuildPlayerLockDungeonBlock(WorldPacket& data, lfg::LfgLockMap const& lock)
{
    data << uint32(lock.size());                           // Size of lock dungeons
    for (lfg::LfgLockMap::const_iterator it = lock.begin(); it != lock.end(); ++it)
    {
        TC_LOG_TRACE("lfg", "BuildPlayerLockDungeonBlock:: DungeonID: %u Lock status: %u Required itemLevel: %u Current itemLevel: %f",
            (it->first & 0x00FFFFFF), it->second.lockStatus, it->second.requiredItemLevel, it->second.currentItemLevel);

        data << uint32(it->first);                      // Dungeon entry (id + type)
        data << uint32(it->second.lockStatus);          // Lock status
        data << uint32(it->second.requiredItemLevel);   // Required itemLevel
        data << uint32(it->second.currentItemLevel);    // Current itemLevel
    }
}
void BuildPlayerLockDungeonBlock(WorldPacket& data, lfg::LfgLockMap const& lock)
{
    data << uint32(lock.size());                           // Size of lock dungeons
    for (auto lockMap : lock)
    {
        data << uint32(lockMap.first);                     // Dungeon entry (id + type)
        data << uint32(lockMap.second);                    // Lock status
        data << uint32(0);                                 // Required itemLevel
        data << uint32(0);                                 // Current itemLevel
    }
}