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Jul 15th, 2012
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  1. WorldPacket WorldPvPWG::BuildInitWorldStates()
  2. {
  3. WorldPacket data(SMSG_INIT_WORLD_STATES, (4 + 4 + 4 + 2 + (BuildingsInZone.size() * 8) + (WorkShopList.size() * 8)));
  4.  
  5. data << uint32(MAPID_ID_WINTERGRASP);
  6. data << uint32(ZONE_ID_WINTERGRASP);
  7. data << uint32(0);
  8. data << uint16(4 + 2 + 4 + BuildingsInZone.size() + WorkShopList.size());
  9.  
  10. data << uint32(3803) << uint32(GetAttacker());
  11. data << uint32(3802) << uint32(GetDefender());
  12. data << uint32(3801) << uint32(m_bIsWarTime()? 0 : 1);
  13. data << uint32(3710) << uint32(m_bIsWarTime()? 1 : 0);
  14.  
  15. for (uint32 i = 0; i < 2; ++i)
  16. data << ClockWorldState[i] << uint32(time(NULL));
  17.  
  18. data << uint32(3490) << uint32(VehicleCountH);
  19. data << uint32(3491) << VehicleCountMaxH;
  20. data << uint32(3680) << uint32(VehicleCountA);
  21. data << uint32(3681) << VehicleCountMaxA;
  22.  
  23. for (GameObjectBuilding::const_iterator itr = BuildingsInZone.begin(); itr != BuildingsInZone.end(); ++itr)
  24. {
  25. data << (*itr)->m_WorldState << (*itr)->m_State;
  26. }
  27. for (std::list<WorldPvPWGWorkShopData*>::iterator itr = WorkShopList.begin(); itr != WorkShopList.end(); ++itr)
  28. {
  29. data << (*itr)->m_WorldState << (*itr)->m_State;
  30. }
  31. return data;
  32. }
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