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[9880] Prepare world state inint packet data in more clean way.
* Avoid use hardcoded field amount values * Avoid use world state update packets just after world state init packet * Attempt make code look less horrible in general.
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18 changed files with 441 additions and 427 deletions
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@ -132,11 +132,11 @@ void BattleGroundRL::HandleAreaTrigger(Player *Source, uint32 Trigger)
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// HandleTriggerBuff(buff_guid,Source);
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}
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void BattleGroundRL::FillInitialWorldStates(WorldPacket &data)
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void BattleGroundRL::FillInitialWorldStates(WorldPacket &data, uint32& count)
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{
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data << uint32(0xbb8) << uint32(GetAlivePlayersCountByTeam(ALLIANCE)); // 7
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data << uint32(0xbb9) << uint32(GetAlivePlayersCountByTeam(HORDE)); // 8
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data << uint32(0xbba) << uint32(1); // 9
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FillInitialWorldState(data, count, 0xbb8, GetAlivePlayersCountByTeam(ALLIANCE));
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FillInitialWorldState(data, count, 0xbb9, GetAlivePlayersCountByTeam(HORDE));
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FillInitialWorldState(data, count, 0xbba, 1);
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}
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void BattleGroundRL::Reset()
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