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[12631] Use uint32 for phaseMasks in core and database
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parent
1fa3b614ed
commit
1cd806c02e
10 changed files with 15 additions and 18 deletions
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@ -597,25 +597,21 @@ void WorldSession::SendSetPhaseShift(uint32 phaseMask, uint16 mapId)
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data.WriteGuidMask<2, 3, 1, 6, 4, 5, 0, 7>(guid);
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data.WriteGuidBytes<7, 4>(guid);
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// Seen only 0 bytes
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data << uint32(0);
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data << uint32(0); // number of WorldMapArea.dbc entries to control world map shift * 2
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data.WriteGuidBytes<1>(guid);
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data << uint32(phaseMask ? phaseFlags : 8);
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data.WriteGuidBytes<2, 6>(guid);
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// Seen only 0 bytes
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data << uint32(0);
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data << uint32(0); // number of inactive terrain swaps * 2
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// PhaseShift, uint16 (2 bytes)
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data << uint32(phaseMask ? 2 : 0);
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data << uint32(phaseMask ? 2 : 0); // WRONG: number of Phase.dbc ids * 2
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if (phaseMask)
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data << uint16(phaseMask);
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data.WriteGuidBytes<3, 0>(guid);
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// MapId , uint16 (2 bytes)
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data << uint32(mapId ? 2 : 0);
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data << uint32(mapId ? 2 : 0); // number of terrains swaps * 2
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if (mapId)
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data << uint16(mapId);
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