本文整理汇总了C++中WorldPacket::reserve方法的典型用法代码示例。如果您正苦于以下问题:C++ WorldPacket::reserve方法的具体用法?C++ WorldPacket::reserve怎么用?C++ WorldPacket::reserve使用的例子?那么恭喜您, 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WorldPacket
的用法示例。
在下文中一共展示了WorldPacket::reserve方法的3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: Roster
void ArenaTeam::Roster(WorldPacket & data)
{
data.Initialize(SMSG_ARENA_TEAM_ROSTER);
data.reserve(m_memberCount * 81 + 9);
data << m_id;
data << m_memberCount;
data << GetPlayersPerTeam();
for(uint32 i = 0; i < m_memberCount; ++i)
{
PlayerInfo* info = m_members[i].Info;
// TODO : burlex figure out why this became null
if( info != NULL )
{
data << uint64(info->guid);
data << uint8( (info->m_loggedInPlayer != NULL) ? 1 : 0 );
data << info->name;
data << uint32( m_members[i].Info->guid == m_leader ? 0 : 1); // Unk
data << uint8( info->lastLevel );
data << uint8( info->cl );
data << m_members[i].Played_ThisWeek;
data << m_members[i].Won_ThisWeek;
data << m_members[i].Played_ThisSeason;
data << m_members[i].Won_ThisSeason;
data << m_stat_rating; // (actually personal rating here /shrug)
}
}
}
示例2: Roster
void ArenaTeam::Roster(WorldPacket & data)
{
data.Initialize(SMSG_ARENA_TEAM_ROSTER);
data.reserve(m_memberCount * 81 + 9);
data << m_id;
data << uint8(0); //3.0.8, played? Specifies whether we are sending 2 extra floats for each member
data << m_memberCount;
data << GetPlayersPerTeam();
for(uint32 i = 0; i < m_memberCount; ++i)
{
PlayerInfo* info = m_members[i].Info;
// TODO : burlex figure out why this became null
if( info != NULL )
{
data << uint64(info->guid);
data << uint8( (info->m_loggedInPlayer != NULL) ? 1 : 0 );
data << info->name;
data << uint32( m_members[i].Info->guid == m_leader ? 0 : 1); // Unk
data << uint8( info->lastLevel );
data << uint8( info->cl );
data << m_members[i].Played_ThisWeek;
data << m_members[i].Won_ThisWeek;
data << m_members[i].Played_ThisSeason;
data << m_members[i].Won_ThisSeason;
data << m_members[i].PersonalRating;
// if uint8 flag at the beginning is not 0, 2 unknown floats are expected here
}
}
}
示例3: Roster
void ArenaTeam::Roster(WorldPacket & data)
{
/*
13329
{SERVER} Packet: (0xAC5E) SMSG_ARENA_TEAM_ROSTER PacketSize = 56 TimeStamp = 22277707
A2 69 74 00
00
01 00 00 00
05 00 00 00
43 E7 38 03 00 00 00 01
01
47 75 6E 62 6F 6F 74 00
00 00 00 00
55 level
03 class
00 00 00 00 Played_ThisWeek
00 00 00 00 Won_ThisWeek
00 00 00 00 Played_ThisSeason
00 00 00 00 Won_ThisSeason
00 00 00 00 PersonalRating
14333
{SERVER} Packet: (0xA276) SMSG_ARENA_TEAM_ROSTER PacketSize = 95 TimeStamp = 2996061
6B 22 79 00
00
02 00 00 00
02 00 00 00
8F DC 38 03 00 00 00 01
01
48 6F 6C 6F 77 00
00 00 00 00
55
09
01 00 00 00
00 00 00 00
01 00 00 00
00 00 00 00
00 00 00 00
E9 D7 38 03 00 00 00 01
01
55 64 72 65 61 00
01 00 00 00
55
08
01 00 00 00
00 00 00 00
01 00 00 00
00 00 00 00
00 00 00 00
*/
data.Initialize(SMSG_ARENA_TEAM_ROSTER);
data.reserve(m_memberCount * 81 + 9);
data << m_id;
data << uint8(0); // 3.0.8
data << m_memberCount;
data << GetPlayersPerTeam();
for(uint32 i = 0; i < m_memberCount; ++i)
{
PlayerInfo* info = m_members[i].Info;
// TODO : burlex figure out why this became null
if( info != NULL )
{
data << uint64(info->guid);
data << uint8( (info->m_loggedInPlayer != NULL) ? 1 : 0 );
data << info->name;
data << uint32( m_members[i].Info->guid == m_leader ? 0 : 1); // Unk
data << uint8( info->lastLevel );
data << uint8( info->_class );
data << m_members[i].Played_ThisWeek;
data << m_members[i].Won_ThisWeek;
data << m_members[i].Played_ThisSeason;
data << m_members[i].Won_ThisSeason;
data << m_members[i].PersonalRating;
}
}
}