Example #1
0
void WorldSession::HandleUpdateProjectilePosition(WorldPacket& recv_data)
{
    uint64_t casterGuid;          // guid of the caster
    uint32_t spellId;             // spell ID of casted spell
    uint8_t castCount;            // count how many times it is/was cast
    float x, y, z;                // missile hit position

    casterGuid = recv_data.unpackGUID();
    recv_data >> spellId;
    recv_data >> castCount;
    recv_data >> x;
    recv_data >> y;
    recv_data >> z;

    LogDebugFlag(LF_OPCODE, "Recieved spell: %u, count: %i, position: x(%f) y(%f) z(%f)", spellId, castCount, x, y, z);

    SpellInfo* spell = Spell::checkAndReturnSpellEntry(spellId);
    if (!spell || spell->ai_target_type == TARGET_FLAG_DEST_LOCATION)
        return;

    WorldPacket data(SMSG_SET_PROJECTILE_POSITION, 21);
    data << uint64_t(casterGuid);
    data << uint8_t(castCount);
    data << float(x);
    data << float(y);
    data << float(z);
    SendPacket(&data);
}
Example #2
0
void WorldSession::HandleAchievmentQueryOpcode( WorldPacket & recv_data )
{
	CHECK_INWORLD_RETURN;

	uint64 guid = recv_data.unpackGUID(); // Get the inspectee's GUID
	Player* pTarget = objmgr.GetPlayer((uint32)guid);
	if(!pTarget)
	{
		return;
	}
#ifdef ENABLE_ACHIEVEMENTS
	pTarget->GetAchievementMgr().SendAllAchievementData(GetPlayer());
#endif
}