Пример #1
0
void WorldSession::HandleArenaTeamRosterOpcode(WorldPacket & recv_data)
{
    sLog.outDebug( "WORLD: Received CMSG_ARENA_TEAM_ROSTER" );

    uint32 ArenaTeamId;                                     // arena team id
    recv_data >> ArenaTeamId;

    ArenaTeam *arenateam = sObjectMgr.GetArenaTeamById(ArenaTeamId);
    if(!arenateam)
        return;

    arenateam->Roster(this);
}
Пример #2
0
void WorldSession::HandleArenaTeamRosterOpcode(WorldPacket & recv_data)
{
	uint32 teamId;
	ArenaTeam* team;
	recv_data >> teamId;
	team = objmgr.GetArenaTeamById(teamId);
	if(team)
	{
		//slot = TeamCountToId[team->m_type];
		WorldPacket data(1000);
		team->Roster(data);
		SendPacket(&data);
	}
}
Пример #3
0
void WorldSession::HandleArenaTeamRosterOpcode(WorldPacket & recv_data)
{
    sLog.outDebug( "WORLD: Received CMSG_ARENA_TEAM_ROSTER" );
    //recv_data.hexlike();

    CHECK_PACKET_SIZE(recv_data, 4);

    uint32 ArenaTeamId;                                     // arena team id
    recv_data >> ArenaTeamId;

    ArenaTeam *arenateam = objmgr.GetArenaTeamById(ArenaTeamId);
    if(!arenateam)
        return;

    arenateam->Roster(this);
}
Пример #4
0
void WorldSession::HandleArenaTeamRosterOpcode(WorldPacket & recv_data)
{
    sLog.outDebug( "WORLD: Received CMSG_ARENA_TEAM_ROSTER" );
    //recv_data.hexlike();

    CHECK_PACKET_SIZE(recv_data, 1);

    uint8 team_slot;                                        // probably team_size or slot
    recv_data >> team_slot;

    ArenaTeam *arenateam = objmgr.GetArenaTeamById(_player->GetArenaTeamId(team_slot));
    if(!arenateam)
        return;

    arenateam->Roster(this);
}