Refactoring of BNetServer

This commit is contained in:
hondacrx
2020-07-12 00:06:43 -04:00
parent 4164384b72
commit 581d077acd
318 changed files with 2046 additions and 4694 deletions
+5 -9
View File
@@ -18,7 +18,7 @@
using Framework.Collections;
using Framework.Constants;
using Game.DataStorage;
using Game.Network.Packets;
using Game.Networking.Packets;
using System.Collections.Generic;
using System.Text;
using System;
@@ -34,15 +34,11 @@ namespace Game.Entities
public void InitTaxiNodesForLevel(Race race, Class chrClass, uint level)
{
// class specific initial known nodes
var factionMask = Player.TeamForRace(race) == Team.Horde ? CliDB.HordeTaxiNodesMask : CliDB.AllianceTaxiNodesMask;
switch (chrClass)
if (chrClass == Class.Deathknight)
{
case Class.Deathknight:
{
for (int i = 0; i < PlayerConst.TaxiMaskSize; ++i)
m_taximask[i] |= (byte)(CliDB.OldContinentsNodesMask[i] & factionMask[i]);
break;
}
var factionMask = Player.TeamForRace(race) == Team.Horde ? CliDB.HordeTaxiNodesMask : CliDB.AllianceTaxiNodesMask;
for (int i = 0; i < PlayerConst.TaxiMaskSize; ++i)
m_taximask[i] |= (byte)(CliDB.OldContinentsNodesMask[i] & factionMask[i]);
}
// race specific initial known nodes: capital and taxi hub masks