void WorldSession::HandleAuctionListPendingSales( WorldPacket & recv_data ) { DEBUG_LOG("CMSG_AUCTION_LIST_PENDING_SALES"); ObjectGuid auctioneerGuid; recv_data >> auctioneerGuid; // auctioneer guid AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid); if (!auctionHouseEntry) return; // always return pointer AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); uint32 count = 0; WorldPacket data(SMSG_AUCTION_LIST_PENDING_SALES, 4); data << uint32(count); // count auctionHouse->BuildListPendingSales(data, _player, count); data.put<uint32>(0, count); SendPacket(&data); }