Core/Packets: converted SMSG_BATTLEFIELD_LIST to packet class and handle remaining fields
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@@ -61,3 +61,50 @@ WorldPacket const* WorldPackets::Battleground::BattlefieldRatedInfo::Write()
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return &_worldPacket;
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}
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WorldPacket const* WorldPackets::Battleground::BattlefieldList::Write()
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{
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_worldPacket << int32(ConquestBonusHoliday);
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_worldPacket << int32(ConquestBonusRandom);
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_worldPacket << int32(HonorBonusHolidayLoss);
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_worldPacket << int32(BattlemasterListID);
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_worldPacket << int32(HonorBonusRandomLoss);
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_worldPacket << int32(HonorBonusRandomWin);
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_worldPacket << int32(HonorBonusHolidayWin);
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_worldPacket << uint8(MaxLevel);
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_worldPacket << uint8(MinLevel);
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_worldPacket.WriteBit(BattlemasterGuid[0]);
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_worldPacket.WriteBit(BattlemasterGuid[1]);
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_worldPacket.WriteBit(BattlemasterGuid[7]);
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_worldPacket.WriteBit(HasHolidayWinToday);
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_worldPacket.WriteBit(HasRandomWinToday);
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_worldPacket.WriteBits(Battlefields.size(), 24);
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_worldPacket.WriteBit(BattlemasterGuid[6]);
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_worldPacket.WriteBit(BattlemasterGuid[4]);
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_worldPacket.WriteBit(BattlemasterGuid[2]);
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_worldPacket.WriteBit(BattlemasterGuid[3]);
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_worldPacket.WriteBit(IsRandomBG);
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_worldPacket.WriteBit(BattlemasterGuid[5]);
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_worldPacket.WriteBit(PvpAnywhere);
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_worldPacket.FlushBits();
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_worldPacket.WriteByteSeq(BattlemasterGuid[6]);
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_worldPacket.WriteByteSeq(BattlemasterGuid[1]);
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_worldPacket.WriteByteSeq(BattlemasterGuid[7]);
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_worldPacket.WriteByteSeq(BattlemasterGuid[5]);
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for (int32 battlefield : Battlefields)
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_worldPacket << int32(battlefield);
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_worldPacket.WriteByteSeq(BattlemasterGuid[0]);
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_worldPacket.WriteByteSeq(BattlemasterGuid[2]);
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_worldPacket.WriteByteSeq(BattlemasterGuid[4]);
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_worldPacket.WriteByteSeq(BattlemasterGuid[3]);
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return &_worldPacket;
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}
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