Forums WoW Modding Support Archives TrinityCore Discord Archives [DiscordArchive] Shauren — 10:25

[DiscordArchive] Shauren — 10:25

[DiscordArchive] Shauren — 10:25

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rektbyfaith
Administrator
0
11-04-2025, 08:12 PM
#21
Archived author: moJIto_ice • Posted: 2025-11-04T20:12:58.707000+00:00
Original source

as i had seen - blizzard just sending new packet with whole data of ur capsites
rektbyfaith
11-04-2025, 08:12 PM #21

Archived author: moJIto_ice • Posted: 2025-11-04T20:12:58.707000+00:00
Original source

as i had seen - blizzard just sending new packet with whole data of ur capsites

rektbyfaith
Administrator
0
11-04-2025, 08:13 PM
#22
Archived author: MaxtorCoder • Posted: 2025-11-04T20:13:44.853000+00:00
Original source

Yep
rektbyfaith
11-04-2025, 08:13 PM #22

Archived author: MaxtorCoder • Posted: 2025-11-04T20:13:44.853000+00:00
Original source

Yep

rektbyfaith
Administrator
0
11-04-2025, 08:15 PM
#23
Archived author: moJIto_ice • Posted: 2025-11-04T20:15:53.474000+00:00
Original source

```

void WorldPackets::Character::SetupWarbandGroups::Read()
{
_worldPacket >> BitsSize<5>(Groups);

for (auto& group : Groups)
{
_worldPacket >> group.GroupID;
_worldPacket >> group.OrderIndex;
_worldPacket >> group.WarbandSceneID;
_worldPacket >> As<uint32>(group.Flags);

_worldPacket >> Size<uint32>(group.Members);
for (auto& groupMember : group.Members)
{
_worldPacket >> groupMember.WarbandScenePlacementID;
_worldPacket >> groupMember.Type;
if (groupMember.Type == 0)
_worldPacket >> groupMember.Guid;
}

_worldPacket.ResetBitReader();
_worldPacket >> SizedString::BitsSize<9>(group.Name);
_worldPacket >> SizedString:Big Grinata(group.Name);
}
}``` ```

class SetupWarbandGroups final : public ClientPacket
{
public:
explicit SetupWarbandGroups(WorldPacket&& packet) : ClientPacket(CMSG_SETUP_WARBAND_GROUPS, std::move(packet)) {}

void Read() override;

std::vector<WarbandGroup> Groups = {};
};``` and packet is easy, but make SQL shit async
rektbyfaith
11-04-2025, 08:15 PM #23

Archived author: moJIto_ice • Posted: 2025-11-04T20:15:53.474000+00:00
Original source

```

void WorldPackets::Character::SetupWarbandGroups::Read()
{
_worldPacket >> BitsSize<5>(Groups);

for (auto& group : Groups)
{
_worldPacket >> group.GroupID;
_worldPacket >> group.OrderIndex;
_worldPacket >> group.WarbandSceneID;
_worldPacket >> As<uint32>(group.Flags);

_worldPacket >> Size<uint32>(group.Members);
for (auto& groupMember : group.Members)
{
_worldPacket >> groupMember.WarbandScenePlacementID;
_worldPacket >> groupMember.Type;
if (groupMember.Type == 0)
_worldPacket >> groupMember.Guid;
}

_worldPacket.ResetBitReader();
_worldPacket >> SizedString::BitsSize<9>(group.Name);
_worldPacket >> SizedString:Big Grinata(group.Name);
}
}``` ```

class SetupWarbandGroups final : public ClientPacket
{
public:
explicit SetupWarbandGroups(WorldPacket&& packet) : ClientPacket(CMSG_SETUP_WARBAND_GROUPS, std::move(packet)) {}

void Read() override;

std::vector<WarbandGroup> Groups = {};
};``` and packet is easy, but make SQL shit async

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