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 } }