本文整理汇总了C++中Battlefield::PlayerAcceptInviteToQueue方法的典型用法代码示例。如果您正苦于以下问题:C++ Battlefield::PlayerAcceptInviteToQueue方法的具体用法?C++ Battlefield::PlayerAcceptInviteToQueue怎么用?C++ Battlefield::PlayerAcceptInviteToQueue使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Battlefield
的用法示例。
在下文中一共展示了Battlefield::PlayerAcceptInviteToQueue方法的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: HandleBfQueueInviteResponse
//Send by client when he click on accept for queue
void WorldSession::HandleBfQueueInviteResponse(WorldPacket& recvData)
{
uint8 accepted;
ObjectGuid guid;
guid[2] = recvData.ReadBit();
guid[0] = recvData.ReadBit();
guid[4] = recvData.ReadBit();
guid[3] = recvData.ReadBit();
guid[5] = recvData.ReadBit();
guid[7] = recvData.ReadBit();
accepted = recvData.ReadBit();
guid[1] = recvData.ReadBit();
guid[6] = recvData.ReadBit();
recvData.ReadByteSeq(guid[1]);
recvData.ReadByteSeq(guid[3]);
recvData.ReadByteSeq(guid[2]);
recvData.ReadByteSeq(guid[4]);
recvData.ReadByteSeq(guid[6]);
recvData.ReadByteSeq(guid[7]);
recvData.ReadByteSeq(guid[0]);
recvData.ReadByteSeq(guid[5]);
TC_LOG_ERROR(LOG_FILTER_GENERAL, "HandleQueueInviteResponse: GUID:"UI64FMTD" Accepted:%u", (uint64)guid, accepted);
Battlefield* bf = sBattlefieldMgr->GetBattlefieldByGUID(guid);
if (!bf)
return;
if (accepted)
bf->PlayerAcceptInviteToQueue(_player);
}
示例2: HandleBfQueueInviteResponse
/**
* @fn void WorldSession::HandleBfQueueInviteResponse(WorldPacket& recvData)
*
* @brief Send by client when he click on accept for queue.
*/
void WorldSession::HandleBfQueueInviteResponse(WorldPacket& recvData)
{
uint8 accepted;
ObjectGuid guid;
guid[2] = recvData.ReadBit();
guid[0] = recvData.ReadBit();
guid[4] = recvData.ReadBit();
guid[3] = recvData.ReadBit();
guid[5] = recvData.ReadBit();
guid[7] = recvData.ReadBit();
accepted = recvData.ReadBit();
guid[1] = recvData.ReadBit();
guid[6] = recvData.ReadBit();
recvData.ReadByteSeq(guid[1]);
recvData.ReadByteSeq(guid[3]);
recvData.ReadByteSeq(guid[2]);
recvData.ReadByteSeq(guid[4]);
recvData.ReadByteSeq(guid[6]);
recvData.ReadByteSeq(guid[7]);
recvData.ReadByteSeq(guid[0]);
recvData.ReadByteSeq(guid[5]);
TC_LOG_ERROR("misc", "HandleQueueInviteResponse: %s, accepted: %u", guid.ToString().c_str(), accepted);
Battlefield* bf = sBattlefieldMgr->GetBattlefieldByGUID(guid);
if (!bf)
return;
if (accepted)
bf->PlayerAcceptInviteToQueue(_player);
}
示例3: HandleBfQueueInviteResponse
//Send by client when he click on accept for queue
void WorldSession::HandleBfQueueInviteResponse(WorldPacket& recvData)
{
uint8 accepted;
ObjectGuid guid;
uint8 bitOrder[8] = {4, 7, 6, 1, 2, 5, 0, 3};
recvData.ReadBitInOrder(guid, bitOrder);
accepted = recvData.ReadBit();
recvData.FlushBits();
uint8 byteOrder[8] = {6, 4, 0, 1, 5, 7, 3, 2};
recvData.ReadBytesSeq(guid, byteOrder);
sLog->outError(LOG_FILTER_GENERAL, "HandleQueueInviteResponse: GUID:" UI64FMTD " Accepted:%u", (uint64)guid, accepted);
if (!accepted)
return;
Battlefield* bf = sBattlefieldMgr->GetBattlefieldByGUID(guid);
if (!bf)
return;
bf->PlayerAcceptInviteToQueue(_player);
}
示例4: HandleBfQueueInviteResponse
/**
* @fn void WorldSession::HandleBfQueueInviteResponse(WorldPackets::Battlefield::BFMgrQueueInviteResponse& bfMgrQueueInviteResponse)
*
* @brief Send by client when he click on accept for queue.
*/
void WorldSession::HandleBfQueueInviteResponse(WorldPackets::Battlefield::BFMgrQueueInviteResponse& bfMgrQueueInviteResponse)
{
Battlefield* bf = sBattlefieldMgr->GetBattlefieldByQueueId(bfMgrQueueInviteResponse.QueueID);
if (!bf)
return;
if (bfMgrQueueInviteResponse.AcceptedInvite)
bf->PlayerAcceptInviteToQueue(_player);
}
示例5: HandleBfQueueInviteResponse
//Send by client when he click on accept for queue
void WorldSession::HandleBfQueueInviteResponse(WorldPacket & recv_data)
{
uint32 BattleId;
uint8 Accepted;
recv_data >> BattleId >> Accepted;
sLog->outError("HandleQueueInviteResponse: BattleID:%u Accepted:%u", BattleId, Accepted);
Battlefield* Bf = sBattlefieldMgr.GetBattlefieldByBattleId(BattleId);
if (!Bf)
return;
if (Accepted)
{
Bf->PlayerAcceptInviteToQueue(_player);
}
}
示例6: HandleBfQueueInviteResponse
/**
* @fn void WorldSession::HandleBfQueueInviteResponse(WorldPacket& recvData)
*
* @brief Send by client when he click on accept for queue.
*/
void WorldSession::HandleBfQueueInviteResponse(WorldPacket& recvData)
{
uint32 battleId;
uint8 accepted;
recvData >> battleId >> accepted;
TC_LOG_DEBUG("misc", "HandleBfQueueInviteResponse: BattleID:%u Accepted:%u", battleId, accepted);
Battlefield* bf = sBattlefieldMgr->GetBattlefieldByBattleId(battleId);
if (!bf)
return;
if (accepted)
bf->PlayerAcceptInviteToQueue(_player);
}
示例7: HandleBfQueueInviteResponse
// Send by client when he click on accept for queue
void WorldSession::HandleBfQueueInviteResponse(WorldPacket& recvData)
{
uint64 data;
uint8 Accepted;
recvData >> Accepted >> data;
uint64 BattleId = data &~ 0x20000;
Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId((uint32)BattleId);
if (!Bf)
return;
if (Accepted)
Bf->PlayerAcceptInviteToQueue(_player);
}
示例8: HandleBfQueueInviteResponse
//Send by client when he click on accept for queue
void WorldSession::HandleBfQueueInviteResponse(WorldPacket & recvData)
{
uint32 BattleId;
uint8 Accepted;
recvData >> BattleId >> Accepted;
TC_LOG_DEBUG(LOG_FILTER_GENERAL, "HandleQueueInviteResponse: BattleID:%u Accepted:%u", BattleId, Accepted);
Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId(BattleId);
if (!Bf)
return;
if (Accepted)
{
Bf->PlayerAcceptInviteToQueue(_player);
}
}
示例9: HandleBfQueueInviteResponse
//Send by client when he click on accept for queue
void WorldSession::HandleBfQueueInviteResponse(WorldPacket & recvData)
{
uint8 accepted;
ObjectGuid guid;
recvData.ReadBitSeq<4, 7, 6, 1, 2, 5, 0, 3>(guid);
accepted = recvData.ReadBit();
recvData.ReadByteSeq<6, 4, 0, 1, 5, 7, 3, 2>(guid);
TC_LOG_ERROR("misc", "HandleQueueInviteResponse: GUID:" UI64FMTD " Accepted:%u", (uint64)guid, accepted);
if (!accepted)
return;
Battlefield* bf = sBattlefieldMgr->GetBattlefieldByGUID(guid);
if (!bf)
return;
bf->PlayerAcceptInviteToQueue(_player);
}