Core/PacketIO: Fixed ScenarioState packet structure
Port From (https://github.com/TrinityCore/TrinityCore/commit/2ec461c547dc23dddaadf2a00f10937b2954a511)
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@@ -37,6 +37,7 @@ namespace Game.Networking.Packets
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_worldPacket.WriteInt32(BonusObjectives.Count);
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_worldPacket.WriteInt32(PickedSteps.Count);
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_worldPacket.WriteInt32(Spells.Count);
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_worldPacket.WritePackedGuid(PlayerGUID);
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for (int i = 0; i < PickedSteps.Count; ++i)
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_worldPacket.WriteUInt32(PickedSteps[i]);
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@@ -64,6 +65,7 @@ namespace Game.Networking.Packets
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public List<BonusObjectiveData> BonusObjectives = new();
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public List<uint> PickedSteps = new();
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public List<ScenarioSpellUpdate> Spells = new();
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public ObjectGuid PlayerGUID;
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public bool ScenarioComplete = false;
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}
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