Core/PacketIO: Fixed ScenarioState packet structure

Port From (https://github.com/TrinityCore/TrinityCore/commit/2ec461c547dc23dddaadf2a00f10937b2954a511)
This commit is contained in:
hondacrx
2022-05-30 14:05:42 -04:00
parent c804b0fd17
commit b1caf2f9fc
@@ -37,6 +37,7 @@ namespace Game.Networking.Packets
_worldPacket.WriteInt32(BonusObjectives.Count);
_worldPacket.WriteInt32(PickedSteps.Count);
_worldPacket.WriteInt32(Spells.Count);
_worldPacket.WritePackedGuid(PlayerGUID);
for (int i = 0; i < PickedSteps.Count; ++i)
_worldPacket.WriteUInt32(PickedSteps[i]);
@@ -64,6 +65,7 @@ namespace Game.Networking.Packets
public List<BonusObjectiveData> BonusObjectives = new();
public List<uint> PickedSteps = new();
public List<ScenarioSpellUpdate> Spells = new();
public ObjectGuid PlayerGUID;
public bool ScenarioComplete = false;
}