示例#1
0
void WorldSession::HandleListInventoryOpcode(WorldPackets::NPC::Hello& packet)
{
    if (!GetPlayer()->IsAlive())
        return;

    SendListInventory(packet.Unit);
}
void WorldSession::HandleListInventoryOpcode(WorldPacket & recv_data) {
	uint64 guid;

	recv_data >> guid;

	if (!GetPlayer()->isAlive())
		return;

	sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_LIST_INVENTORY");

	SendListInventory(guid);
}
示例#3
0
void WorldSession::HandleListInventoryOpcode( WorldPacket & recv_data )
{
    uint64 guid;

    recv_data >> guid;

    if(!GetPlayer()->isAlive())
        return;

    DEBUG_LOG( "WORLD: Recvd CMSG_LIST_INVENTORY" );

    SendListInventory( guid );
}
示例#4
0
void WorldSession::HandleListInventoryOpcode(WorldPacket& recvData)
{
    ObjectGuid guid;

    recvData >> guid;

    if (!GetPlayer()->IsAlive())
        return;

    TC_LOG_DEBUG("network", "WORLD: Recvd CMSG_LIST_INVENTORY");

    SendListInventory(guid);
}
void WorldSession::HandleListInventoryOpcode(WorldPacket& recv_data)
{
    ObjectGuid guid;

    recv_data >> guid;

    if (!GetPlayer()->IsAlive())
        { return; }

    DEBUG_LOG("WORLD: Received opcode CMSG_LIST_INVENTORY");

    SendListInventory(guid);
}
示例#6
0
void WorldSession::HandleListInventoryOpcode( WorldPacket & recv_data )
{
    CHECK_PACKET_SIZE(recv_data,8);

    uint64 guid;

    recv_data >> guid;

    if(!GetPlayer()->isAlive())
        return;

    sLog.outDebug(  "WORLD: Recvd CMSG_LIST_INVENTORY" );

    SendListInventory( guid );
}