void PacketBuilder::WriteStopMovement(Vector3 const& pos, uint32 splineId, ByteBuffer& data, Unit* unit)
    {

        ObjectGuid guid = unit->GetGUID();
        ObjectGuid transport = unit->GetTransGUID();

        data << float(pos.z);
        data << float(pos.x);
        data << uint32(splineId);
        data << float(pos.y);
        data << float(0.f); // Most likely transport Y
        data << float(0.f); // Most likely transport Z
        data << float(0.f); // Most likely transport X

        data.WriteBit(1); // Parabolic speed // esi+4Ch
        data.WriteBit(guid[0]);
        data.WriteBits(MonsterMoveStop, 3);
        data.WriteBit(1);
        data.WriteBit(1);
        data.WriteBit(1);
        data.WriteBits(0,  20);
        data.WriteBit(1);
        data.WriteBit(guid[3]);
        data.WriteBit(1);
        data.WriteBit(1);
        data.WriteBit(1);
        data.WriteBit(1);
        data.WriteGuidMask(guid, 7, 4);
        data.WriteBit(1);
        data.WriteBit(guid[5]);
        data.WriteBits(0, 22); // WP count
        data.WriteBit(guid[6]);
        data.WriteBit(0); // Fake bit
        data.WriteGuidMask(transport, 7, 1, 3, 0, 6, 4, 5, 2);
        data.WriteBit(0); // Send no block
        data.WriteBit(0);
        data.WriteGuidMask(guid, 2, 1);

        data.FlushBits();

        data.WriteByteSeq(guid[1]);
        data.WriteGuidBytes(transport, 6, 4, 1, 7, 0, 3, 5, 2);
        data.WriteGuidBytes(guid, 5, 3, 6, 0, 7, 2, 4);
    }
示例#2
0
void PlayerMenu::WriteQuestRewardsData(Quest const* quest, ByteBuffer &data, uint32 xpValue)
{
    data << int32(quest->GetRewChoiceItemsCount());
    for (int i = 0; i < QUEST_REWARD_CHOICES_COUNT; i++)
    {
        data << int32(quest->RewardChoiceItemId[i]);
        data << int32(quest->RewardChoiceItemCount[i]);
    }

    data << int32(quest->GetRewItemsCount());
    for (int i = 0; i < QUEST_REWARDS_COUNT; i++)
    {
        data << int32(quest->RewardItemId[i]);
        data << int32(quest->RewardItemIdCount[i]);
    }

    data << int32(quest->GetRewMoney());
    data << int32(xpValue);
    data << int32(quest->GetCharTitleId());
    data << int32(quest->GetBonusTalents());

    data << int32(quest->GetRewardReputationMask());
    for (int i = 0; i < QUEST_REPUTATIONS_COUNT; i++)
    {
        data << int32(quest->RewardFactionId[i]);
        data << int32(quest->RewardFactionValueId[i]);
        data << int32(quest->RewardFactionValueIdOverride[i]);
    }

    data << int32(quest->GetRewSpell());
    data << int32(quest->GetRewSpellCast());

    for (int i = 0; i < QUEST_REWARD_CURRENCY_COUNT; i++)
    {
        data << int32(quest->RewardCurrencyId[i]);
        data << int32(quest->RewardCurrencyCount[i]);
    }

    data << int32(quest->GetRewardSkillId());
    data << int32(quest->GetRewardSkillPoints());

    data.WriteBit(0);                                        // unknown
    data.FlushBits();
}
void ReputationMgr::SendInitialReputations()
{
    uint16 count = 256;
    RepListID a = 0;
    ByteBuffer bitData;

    WorldPacket data(SMSG_INITIALIZE_FACTIONS, (count * (1 + 4)) + 32);

    for (FactionStateList::iterator itr = _factions.begin(); itr != _factions.end(); ++itr)
    {
        // fill in absent fields
        for (; a != itr->first; ++a)
        {
            data << uint8(0);
            data << uint32(0);
            bitData.WriteBit(0);
        }

        // fill in encountered data
        data << uint8(itr->second.Flags);
        data << uint32(itr->second.Standing);

        // Bonus reputation (Your account has unlocked bonus reputation gain with this faction.)
        bitData.WriteBit(0);

        itr->second.needSend = false;

        ++a;
    }

    // fill in absent fields
    for (; a != count; ++a)
    {
        data << uint8(0);
        data << uint32(0);
        bitData.WriteBit(0);
    }

    bitData.FlushBits();
    data.append(bitData);

    _player->SendDirectMessage(&data);
}
    void PacketBuilder::WriteStopMovement(Vector3 const& pos, uint32 splineId, ByteBuffer& data)
	{
		ObjectGuid moverGUID;
		ObjectGuid transportGUID;

		data << float(pos.z);
		data << float(pos.x);
		data << uint32(splineId); //SplineId
		data << float(pos.y);
		data << float(0.f); // Most likely transport Y
		data << float(0.f); // Most likely transport Z
		data << float(0.f); // Most likely transport X

		data.WriteBit(1); // Parabolic speed // esi+4Ch
		data.WriteBit(moverGUID[0]);
		data.WriteBits(MonsterMoveStop, 3);
		data.WriteBit(1);
		data.WriteBit(1);
		data.WriteBit(1);
		data.WriteBits(0, 20);
		data.WriteBit(1);
		data.WriteBit(moverGUID[3]);
		data.WriteBit(1);
		data.WriteBit(1);
		data.WriteBit(1);
		data.WriteBit(1);
		data.WriteBit(moverGUID[7]);
		data.WriteBit(moverGUID[4]);
		data.WriteBit(1);
		data.WriteBit(moverGUID[5]);
		data.WriteBits(0, 22); // WP count
		data.WriteBit(moverGUID[6]);
		data.WriteBit(0); // Fake bit
		data.WriteBit(transportGUID[7]);
		data.WriteBit(transportGUID[1]);
		data.WriteBit(transportGUID[3]);
		data.WriteBit(transportGUID[0]);
		data.WriteBit(transportGUID[6]);
		data.WriteBit(transportGUID[4]);
		data.WriteBit(transportGUID[5]);
		data.WriteBit(transportGUID[2]);
		data.WriteBit(0); // Send no block
		data.WriteBit(0);
		data.WriteBit(moverGUID[2]);
		data.WriteBit(moverGUID[1]);

		data.FlushBits();

		data.WriteByteSeq(moverGUID[1]);

		data.WriteByteSeq(transportGUID[6]);
		data.WriteByteSeq(transportGUID[4]);
		data.WriteByteSeq(transportGUID[1]);
		data.WriteByteSeq(transportGUID[7]);
		data.WriteByteSeq(transportGUID[0]);
		data.WriteByteSeq(transportGUID[3]);
		data.WriteByteSeq(transportGUID[5]);
		data.WriteByteSeq(transportGUID[2]);

		data.WriteByteSeq(moverGUID[5]);
		data.WriteByteSeq(moverGUID[3]);
		data.WriteByteSeq(moverGUID[6]);
		data.WriteByteSeq(moverGUID[0]);
		data.WriteByteSeq(moverGUID[7]);
		data.WriteByteSeq(moverGUID[2]);
		data.WriteByteSeq(moverGUID[4]);
    }
void WorldSession::HandleGuildFinderGetApplications(WorldPacket& /*recvPacket*/)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_LF_GUILD_GET_APPLICATIONS");

    std::list<MembershipRequest> applicatedGuilds = sGuildFinderMgr->GetAllMembershipRequestsForPlayer(GetPlayer()->GetGUIDLow());
    uint32 applicationsCount = applicatedGuilds.size();

	ByteBuffer bufferDataHead;
	ByteBuffer bufferDataTail;

    if (applicationsCount > 0)
	{
		bufferDataHead.WriteBits(applicationsCount, 19);

        for (std::list<MembershipRequest>::const_iterator itr = applicatedGuilds.begin(); itr != applicatedGuilds.end(); ++itr)
        {
            Guild* guild = sGuildMgr->GetGuildById(itr->GetGuildId());
            LFGuildSettings guildSettings = sGuildFinderMgr->GetGuildSettings(itr->GetGuildId());
            MembershipRequest request = *itr;
            ObjectGuid guildGuid = ObjectGuid(guild->GetGUID());

			bufferDataHead.WriteBit(guildGuid[0]);
			bufferDataHead.WriteBit(guildGuid[4]);
			bufferDataHead.WriteBit(guildGuid[2]);
			bufferDataHead.WriteBit(guildGuid[7]);

			bufferDataHead.WriteBits(guild->GetName().size(), 7);

			bufferDataHead.WriteBit(guildGuid[1]);
			bufferDataHead.WriteBit(guildGuid[3]);

			bufferDataHead.WriteBits(request.GetComment().size(), 10);

			bufferDataHead.WriteBit(guildGuid[6]);
			bufferDataHead.WriteBit(guildGuid[5]);

			bufferDataTail << uint32(guildSettings.GetInterests());
			bufferDataTail << uint32(0);

			if (guild->GetName().size() > 0)
				bufferDataTail.append(guild->GetName().c_str(), guild->GetName().size());

			bufferDataTail.WriteByteSeq(guildGuid[4]);

			bufferDataTail << uint32(guildSettings.GetClassRoles());

			bufferDataTail.WriteByteSeq(guildGuid[6]);
			bufferDataTail.WriteByteSeq(guildGuid[5]);

			bufferDataTail << uint32(time(NULL) - request.GetSubmitTime()); // Time since application (seconds)

			bufferDataTail.WriteByteSeq(guildGuid[1]);
			bufferDataTail.WriteByteSeq(guildGuid[3]);
			bufferDataTail.WriteByteSeq(guildGuid[0]);
			bufferDataTail.WriteByteSeq(guildGuid[7]);
			bufferDataTail.WriteByteSeq(guildGuid[2]);

			bufferDataTail << uint32(request.GetExpiryTime() - time(NULL)); // Time left to application expiry (seconds)

			bufferDataTail << uint32(guildSettings.GetAvailability());

            if (request.GetComment().size() > 0)
				bufferDataTail.append(request.GetComment().c_str(), request.GetComment().size());
        }

		bufferDataHead.FlushBits();
	}
	else
	{
		bufferDataHead.WriteBits(0, 24);
	}

	WorldPacket data(SMSG_LF_GUILD_MEMBERSHIP_LIST_UPDATED, bufferDataHead.size() + bufferDataTail.size() + 8);

	data.append(bufferDataHead);

	if (bufferDataTail.size() > 0)
		data.append(bufferDataTail);

	data << uint32(10 - sGuildFinderMgr->CountRequestsFromPlayer(GetPlayer()->GetGUIDLow())); // Applications count left

	GetPlayer()->SendDirectMessage(&data);
}
    void PacketBuilder::WriteStopMovement(Vector3 const& pos, uint32 splineId, ByteBuffer& data, Unit* unit)
    {

        ObjectGuid guid = unit->GetGUID();
        ObjectGuid transport = unit->GetTransGUID();

        data << float(0.f); // Most likely transport Y
        data << uint32(getMSTime());
        data << float(0.f); // Most likely transport Z
        data << float(0.f); // Most likely transport X
        data << float(pos.x);
        data << float(pos.y);
        data << float(pos.z);

        data.WriteBit(guid[3]);
        data.WriteBit(1);
        data.WriteBit(guid[6]);

        data.WriteBit(1);
        data.WriteBit(1);

        data.WriteBits(0, 3);
        data.WriteBit(1);
        data.WriteBit(guid[2]);
        data.WriteBit(guid[7]);
        data.WriteBit(guid[5]);
        data.WriteBit(1);
        data.WriteBit(guid[4]);

        data.WriteBits(0, 22); // WP count
        data.WriteBit(1);
        data.WriteBit(0);

        data.WriteBit(guid[0]);
        data.WriteBit(transport[3]);
        data.WriteBit(transport[6]);
        data.WriteBit(transport[5]);
        data.WriteBit(transport[0]);
        data.WriteBit(transport[1]);
        data.WriteBit(transport[2]);
        data.WriteBit(transport[4]);
        data.WriteBit(transport[7]);

        data.WriteBit(1);
        data.WriteBit(1); // Parabolic speed // esi+4Ch
        data.WriteBit(1);

        data.WriteBits(0, 20);

        data.WriteBit(guid[1]);
        data.WriteBit(0);
        data.WriteBit(0);
        data.WriteBit(1);

        data.FlushBits();

        data.WriteByteSeq(guid[3]);
        data.WriteByteSeq(transport[7]);
        data.WriteByteSeq(transport[3]);
        data.WriteByteSeq(transport[2]);
        data.WriteByteSeq(transport[0]);
        data.WriteByteSeq(transport[6]);
        data.WriteByteSeq(transport[4]);
        data.WriteByteSeq(transport[5]);
        data.WriteByteSeq(transport[1]);
        data.WriteByteSeq(guid[7]);
        data.WriteByteSeq(guid[5]);
        data.WriteByteSeq(guid[1]);
        data.WriteByteSeq(guid[2]);
        data.WriteByteSeq(guid[6]);
        data.WriteByteSeq(guid[0]);
        data.WriteByteSeq(guid[4]);
}
    void PacketBuilder::WriteStopMovement(Vector3 const& pos, uint32 splineId, ByteBuffer& data, Unit* unit)
    {
        ObjectGuid guid = unit->GetGUID();
        ObjectGuid transport = unit->GetTransGUID();

        data << float(0.f); // Most likely transport Y
        data << uint32(splineId);
        data << float(0.f); // Most likely transport Z
        data << float(0.f); // Most likely transport X
        data << float(pos.x);
        data << float(pos.y);
        data << float(pos.z);

        data.WriteBit(guid[3]);
        data.WriteBit(1);
        data.WriteBit(guid[6]);

        data.WriteBit(1);
        data.WriteBit(1);

        data.WriteBits(MonsterMoveStop, 3);
        data.WriteBit(1);
        data.WriteBit(guid[2]);
        data.WriteBit(guid[7]);
        data.WriteBit(guid[5]);
        data.WriteBit(1);
        data.WriteBit(guid[4]);

        data.WriteBits(0, 22); // WP count
        data.WriteBit(1);
        data.WriteBit(0);

        data.WriteBit(guid[0]);
        
        uint8 transportBitsOrder[8] = {3, 6, 5, 0, 1, 2, 4, 7};
        uint8 transportBytesOrder[8] = {7, 3, 2, 0, 6, 4, 5, 1};
        data.WriteBitInOrder(transport, transportBitsOrder);

        data.WriteBit(1);
        data.WriteBit(1); // Parabolic speed // esi+4Ch
        data.WriteBit(1);

        data.WriteBits(0, 20);

        data.WriteBit(guid[1]);
        data.WriteBit(0);
        data.WriteBit(0);
        data.WriteBit(1);

        data.FlushBits();

        data.WriteByteSeq(guid[3]);
        data.WriteBytesSeq(transport, transportBytesOrder);
        data.WriteByteSeq(guid[7]);
        data.WriteByteSeq(guid[5]);
        data.WriteByteSeq(guid[1]);
        data.WriteByteSeq(guid[2]);
        data.WriteByteSeq(guid[6]);
        data.WriteByteSeq(guid[0]);
        data.WriteByteSeq(guid[4]);
    }
示例#8
0
void WorldSession::BuildPartyMemberStatsChangedPacket(Player* player, WorldPacket* data, uint32 mask, ObjectGuid guid, bool full /*= false*/)
{
    // Prevent sending an empty packet
    if (mask == GROUP_UPDATE_FLAG_NONE)
        return;

    std::set<uint32> phases;
    if (player)
        player->GetPhaseMgr().GetActivePhases(phases);

    ByteBuffer dataBuffer;

    if (mask & GROUP_UPDATE_FLAG_POWER_TYPE)                // if update power type, update current/max power also
        mask |= (GROUP_UPDATE_FLAG_CUR_POWER | GROUP_UPDATE_FLAG_MAX_POWER);

    if (mask & GROUP_UPDATE_FLAG_PET_POWER_TYPE)            // same for pets
        mask |= (GROUP_UPDATE_FLAG_PET_CUR_POWER | GROUP_UPDATE_FLAG_PET_MAX_POWER);

    Pet* pet = NULL;
    if (!player)
        mask &= ~GROUP_UPDATE_FULL;
    else if (!(pet = player->GetPet()))
        mask &= ~GROUP_UPDATE_PET;

    mask |= GROUP_UPDATE_FLAG_STATUS;
    
    //if (player && (mask & GROUP_UPDATE_FLAG_STATUS))
    //    mask |= GROUP_UPDATE_PLAYER_BASE;

    data->Initialize(SMSG_PARTY_MEMBER_STATS, 200);         // average value
    
    data->WriteBit(guid[5]);
    data->WriteBit(guid[2]);
    data->WriteBit(false);
    data->WriteBit(guid[6]);
    data->WriteBit(guid[4]);
    data->WriteBit(guid[7]);
    data->WriteBit(guid[3]);
    data->WriteBit(false);
    data->WriteBit(guid[0]);
    data->WriteBit(guid[1]);

    data->FlushBits();

    data->WriteByteSeq(guid[4]);
    data->WriteByteSeq(guid[6]);

    if (mask & GROUP_UPDATE_FLAG_STATUS)
    {
        uint16 status = MEMBER_STATUS_OFFLINE;

        if (player)
        {
            status |= MEMBER_STATUS_ONLINE;

            if (player->IsPvP())
                status |= MEMBER_STATUS_PVP;

            if (player->isDead())
                status |= MEMBER_STATUS_DEAD;

            if (player->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
                status |= MEMBER_STATUS_GHOST;

            if (player->IsFFAPvP())
                status |= MEMBER_STATUS_PVP_FFA;

            if (player->isAFK())
                status |= MEMBER_STATUS_AFK;

            if (player->isDND())
                status |= MEMBER_STATUS_DND;
        }
        
        dataBuffer << uint16(status);
    }

    if (mask & GROUP_UPDATE_FLAG_MOP_UNK)
    {
        dataBuffer << uint8(1); // Same realms ?
        dataBuffer << uint8(0); // in lfg
    }

    if (mask & GROUP_UPDATE_FLAG_CUR_HP)
        dataBuffer << uint32(player->GetHealth());

    if (mask & GROUP_UPDATE_FLAG_MAX_HP)
        dataBuffer << uint32(player->GetMaxHealth());

    Powers powerType = POWER_MANA;
    if (player)
        powerType = player->getPowerType();

    if (mask & GROUP_UPDATE_FLAG_POWER_TYPE)
        dataBuffer << uint8(powerType);

    if (mask & GROUP_UPDATE_FLAG_UNK_20)
        dataBuffer << uint16(0);

    if (mask & GROUP_UPDATE_FLAG_CUR_POWER)
        dataBuffer << uint16(player->GetPower(powerType));

    if (mask & GROUP_UPDATE_FLAG_MAX_POWER)
        dataBuffer << uint16(player->GetMaxPower(powerType));

    if (mask & GROUP_UPDATE_FLAG_LEVEL)
        dataBuffer << uint16(player->getLevel());

    if (mask & GROUP_UPDATE_FLAG_ZONE)
        dataBuffer << uint16(player->GetZoneId());

    if (mask & GROUP_UPDATE_FLAG_UNK400)
        dataBuffer << uint16(player->GetAreaId());

    if (mask & GROUP_UPDATE_FLAG_POSITION)
        dataBuffer << uint16(player->GetPositionX()) << uint16(player->GetPositionY()) << uint16(player->GetPositionZ());

    if (mask & GROUP_UPDATE_FLAG_AURAS)
    {
        uint64 auramask = player->GetAuraUpdateMaskForRaid();

        dataBuffer << uint8(1);
        dataBuffer << uint64(auramask);
        dataBuffer << uint32(MAX_AURAS);
        for (uint32 i = 0; i < MAX_AURAS; ++i)
        {
            if (!(auramask & (UI64LIT(1) << i)))
                continue;
            
            AuraApplication const* aurApp = player->GetVisibleAura(i);
            if (!aurApp)
            {
                dataBuffer << uint32(0);
                dataBuffer << uint8(0);
                dataBuffer << uint32(0);
                continue;
            }

            dataBuffer << uint32(aurApp->GetBase()->GetId());
            dataBuffer << uint8(aurApp->GetFlags());
            dataBuffer << uint32(aurApp->GetBase()->GetEffectMask()); 

            if (aurApp->GetFlags() & AFLAG_ANY_EFFECT_AMOUNT_SENT)
            {
                uint32 auraEffectMask = aurApp->GetBase()->GetEffectMask();

                size_t pos = dataBuffer.wpos();
                uint8 amount_count = 0;

                dataBuffer << uint8(0);
                for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j)
                {
                    if (!(auraEffectMask & (1 << j)))
                        continue;

                    if (constAuraEffectPtr eff = aurApp->GetBase()->GetEffect(j)) // NULL if effect flag not set
                        dataBuffer << float(eff->GetAmount());
                    else
                        dataBuffer << float(0.0f);
                    
                    ++amount_count;
                }
                dataBuffer.put(pos, amount_count);
            }
        }
    }

    if (mask & GROUP_UPDATE_FLAG_PET_GUID)
    {
        if (pet)
            dataBuffer << uint64(pet->GetGUID());
        else
            dataBuffer << uint64(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_NAME)
    {
        if (pet)
            dataBuffer << pet->GetName();
        else
            dataBuffer << uint8(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_MODEL_ID)
    {
        if (pet)
            dataBuffer << uint16(pet->GetDisplayId());
        else
            dataBuffer << uint16(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_CUR_HP)
    {
        if (pet)
            dataBuffer << uint32(pet->GetHealth());
        else
            dataBuffer << uint32(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_MAX_HP)
    {
        if (pet)
            dataBuffer << uint32(pet->GetMaxHealth());
        else
            dataBuffer << uint32(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_POWER_TYPE)
    {
        if (pet)
            dataBuffer << uint8(pet->getPowerType());
        else
            dataBuffer << uint8(0);
    }

    if (mask & GROUP_UPDATE_FLAG_MOP_UNK_2)
        dataBuffer << uint16(0); // Unk

    if (mask & GROUP_UPDATE_FLAG_PET_CUR_POWER)
    {
        if (pet)
            dataBuffer << uint16(pet->GetPower(pet->getPowerType()));
        else
            dataBuffer << uint16(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_MAX_POWER)
    {
        if (pet)
            dataBuffer << uint16(pet->GetMaxPower(pet->getPowerType()));
        else
            dataBuffer << uint16(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_AURAS)
    {
        if (pet)
        {
            uint64 auramask = pet->GetAuraUpdateMaskForRaid();
            
            dataBuffer << uint8(1);
            dataBuffer << uint64(auramask);
            dataBuffer << uint32(MAX_AURAS);
            for (uint32 i = 0; i < MAX_AURAS; ++i)
            {
                if (!(auramask & (UI64LIT(1) << i)))
                    continue;

                AuraApplication const* aurApp = pet->GetVisibleAura(i);
                if (!aurApp)
                {
                    dataBuffer << uint32(0);
                    dataBuffer << uint8(0);
                    dataBuffer << uint32(0);
                    continue;
                }

                dataBuffer << uint32(aurApp->GetBase()->GetId());
                dataBuffer << uint8(aurApp->GetFlags());
                dataBuffer << uint32(aurApp->GetBase()->GetEffectMask());

                if (aurApp->GetFlags() & AFLAG_ANY_EFFECT_AMOUNT_SENT)
                {
                    uint32 auraEffectMask = aurApp->GetBase()->GetEffectMask();

                    size_t pos = dataBuffer.wpos();
                    uint8 count = 0;
                    dataBuffer << uint8(0);
                    for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j)
                    {
                        if (!(auraEffectMask & (1 << j)))
                            continue;

                        if (constAuraEffectPtr eff = aurApp->GetBase()->GetEffect(j)) // NULL if effect flag not set
                            dataBuffer << float(eff->GetAmount());
                        else
                            dataBuffer << float(0.0f);

                        ++count;
                    }
                    dataBuffer.put(pos, count);
                }
            }
        }
        else
        {
            dataBuffer << uint8(0);
            dataBuffer << uint64(0);
            dataBuffer << uint32(0);
        }
    }

    if (mask & GROUP_UPDATE_FLAG_VEHICLE_SEAT)
    {
        if (Vehicle* veh = player->GetVehicle())
            dataBuffer << uint32(veh->GetVehicleInfo()->m_seatID[player->m_movementInfo.t_seat]);
        else
            dataBuffer << uint32(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PHASE)
    {
        dataBuffer << uint32(phases.empty() ? 0x8 : 0x10); // Same as found in SMSG_SET_PHASE_SHIFT.
        dataBuffer.WriteBits(phases.size(), 23);           // Phases Count.

        dataBuffer.FlushBits();

        for (std::set<uint32>::const_iterator itr = phases.begin(); itr != phases.end(); ++itr)
            *data << uint16(*itr);
    }

    if (mask & GROUP_UPDATE_FLAG_UNK_2000000)
        dataBuffer << uint16(0);
    if (mask & GROUP_UPDATE_FLAG_UNK_4000000)
        dataBuffer << uint32(0);
        
    /* this flags are not handled by client */
    /*if (mask & GROUP_UPDATE_FLAG_UNK_8000000)
        dataBuffer << uint8(0);
    if (mask & GROUP_UPDATE_FLAG_UNK_10000000)
        dataBuffer << uint8(0);
    if (mask & GROUP_UPDATE_FLAG_UNK_20000000)
        dataBuffer << uint8(253);
    if (mask & GROUP_UPDATE_FLAG_UNK_40000000)
        dataBuffer << uint8(0);*/

    *data << uint32(dataBuffer.size());
    data->append(dataBuffer);

    data->WriteByteSeq(guid[3]);
    data->WriteByteSeq(guid[5]);

    *data << uint32(mask);

    data->WriteByteSeq(guid[0]);
    data->WriteByteSeq(guid[1]);
    data->WriteByteSeq(guid[2]);
    data->WriteByteSeq(guid[7]);
}
    void PacketBuilder::WriteStopMovement(Vector3 const& pos, uint32 splineId, ByteBuffer& data, Unit* unit)
    {

        ObjectGuid guid = unit->GetGUID();
        ObjectGuid transport = unit->GetTransGUID();

        data << float(0.f);
        data << uint32(getMSTime());
        data << float(0.f);
        data << float(0.f);
        data << float(unit->GetPositionX());
        data << float(unit->GetPositionY());
        data << float(unit->GetPositionZ());

        data.WriteBit(guid[3]);
        data.WriteBit(!unit->movespline->splineflags.raw());
        data.WriteBit(guid[6]);

        data.WriteBit(1);
        data.WriteBit(1);

        data.WriteBits(0, 3);
        data.WriteBit(1);
        data.WriteBit(guid[2]);
        data.WriteBit(guid[7]);
        data.WriteBit(guid[5]);

        data.WriteBit(1);
        data.WriteBit(guid[4]);

        data.WriteBits(0, 22); // WP count

        data.WriteBit(1);
        data.WriteBit(0);

        data.WriteBit(guid[0]);
        data.WriteBit(transport[3]);
        data.WriteBit(transport[6]);
        data.WriteBit(transport[5]);
        data.WriteBit(transport[0]);
        data.WriteBit(transport[1]);
        data.WriteBit(transport[2]);
        data.WriteBit(transport[4]);
        data.WriteBit(transport[7]);

        data.WriteBit(1);
        data.WriteBit(1); // Parabolic speed // esi+4Ch
        data.WriteBit(1);

        data.WriteBits(0, 20);

        data.WriteBit(guid[1]);
        data.WriteBit(0);
        data.WriteBit(0);
        data.WriteBit(0);

        data.FlushBits();

        data.WriteByteSeq(guid[3]);
        data.WriteByteSeq(transport[7]);
        data.WriteByteSeq(transport[3]);
        data.WriteByteSeq(transport[2]);
        data.WriteByteSeq(transport[0]);
        data.WriteByteSeq(transport[6]);
        data.WriteByteSeq(transport[5]);
        data.WriteByteSeq(transport[4]);
        data.WriteByteSeq(transport[1]);

        if (unit->movespline->splineflags.raw())
            data << uint32(unit->movespline->splineflags.raw());

        data.WriteByteSeq(guid[7]);

        data.WriteByteSeq(guid[5]);
        data.WriteByteSeq(guid[1]);
        data.WriteByteSeq(guid[2]);
        data.WriteByteSeq(guid[6]);
        data.WriteByteSeq(guid[0]);
        data.WriteByteSeq(guid[4]);
}