[DiscordArchive] Shauren — 10:25
[DiscordArchive] Shauren — 10:25
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
Archived author: MaxtorCoder • Posted: 2025-11-04T20:13:44.853000+00:00
Original source
Yep
ata(group.Name);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:
ata(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