void WorldSession::HandleBfExitQueueRequest(WorldPacket & recvData) { ObjectGuid guid; recvData.ReadBitSeq<4, 0, 1, 5, 3, 7, 6, 2>(guid); recvData.ReadByteSeq<0, 6, 2, 5, 4, 1, 7, 3>(guid); TC_LOG_ERROR("misc", "HandleBfExitQueueRequest: GUID:" UI64FMTD " ", (uint64)guid); SendBfLeaveMessage(guid); if (Battlefield* bf = sBattlefieldMgr->GetBattlefieldByGUID(guid)) bf->AskToLeaveQueue(_player); }
void WorldSession::HandleBfExitQueueRequest(WorldPacket& recvData) { ObjectGuid guid; uint8 bitOrder[8] = {4, 0, 1, 5, 3, 7, 6, 2}; recvData.ReadBitInOrder(guid, bitOrder); recvData.FlushBits(); uint8 byteOrder[8] = {0, 6, 2, 5, 4, 1, 7, 3}; recvData.ReadBytesSeq(guid, byteOrder); sLog->outError(LOG_FILTER_GENERAL, "HandleBfExitQueueRequest: GUID:" UI64FMTD " ", (uint64)guid); SendBfLeaveMessage(guid); if (Battlefield* bf = sBattlefieldMgr->GetBattlefieldByGUID(guid)) bf->AskToLeaveQueue(_player); }