[12631] Use uint32 for phaseMasks in core and database

This commit is contained in:
Dramacydal 2013-05-31 13:26:17 +01:00 committed by Antz
parent 1fa3b614ed
commit 1cd806c02e
10 changed files with 15 additions and 18 deletions

View file

@ -597,25 +597,21 @@ void WorldSession::SendSetPhaseShift(uint32 phaseMask, uint16 mapId)
data.WriteGuidMask<2, 3, 1, 6, 4, 5, 0, 7>(guid);
data.WriteGuidBytes<7, 4>(guid);
// Seen only 0 bytes
data << uint32(0);
data << uint32(0); // number of WorldMapArea.dbc entries to control world map shift * 2
data.WriteGuidBytes<1>(guid);
data << uint32(phaseMask ? phaseFlags : 8);
data.WriteGuidBytes<2, 6>(guid);
// Seen only 0 bytes
data << uint32(0);
data << uint32(0); // number of inactive terrain swaps * 2
// PhaseShift, uint16 (2 bytes)
data << uint32(phaseMask ? 2 : 0);
data << uint32(phaseMask ? 2 : 0); // WRONG: number of Phase.dbc ids * 2
if (phaseMask)
data << uint16(phaseMask);
data.WriteGuidBytes<3, 0>(guid);
// MapId , uint16 (2 bytes)
data << uint32(mapId ? 2 : 0);
data << uint32(mapId ? 2 : 0); // number of terrains swaps * 2
if (mapId)
data << uint16(mapId);