243 lines
7.2 KiB
C++
243 lines
7.2 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "QuestPackets.h"
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#include "Errors.h"
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WorldPacket const* WorldPackets::Quest::QuestGiverRequestItems::Write()
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{
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_worldPacket << QuestGiverGUID;
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_worldPacket << uint32(QuestID);
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_worldPacket << QuestTitle;
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_worldPacket << CompletionText;
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_worldPacket << uint32(CompEmoteDelay);
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_worldPacket << uint32(CompEmoteType);
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_worldPacket << uint32(AutoLaunched);
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_worldPacket << uint32(QuestFlags);
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_worldPacket << uint32(SuggestPartyMembers);
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_worldPacket << uint32(MoneyToGet);
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_worldPacket << uint32(Collect.size());
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for (QuestObjectiveCollect const& obj : Collect)
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{
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_worldPacket << uint32(obj.ObjectID);
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_worldPacket << uint32(obj.Amount);
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_worldPacket << uint32(obj.DisplayID);
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}
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_worldPacket << uint32(Currency.size());
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for (QuestCurrency const& cur : Currency)
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{
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_worldPacket << uint32(cur.CurrencyID);
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_worldPacket << uint32(cur.Amount);
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}
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for (uint8 i = 0; i < 5; i++)
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_worldPacket << uint32(StatusFlags[i]);
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return &_worldPacket;
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}
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void WorldPackets::Quest::QuestGiverAcceptQuest::Read()
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{
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_worldPacket >> QuestGiverGUID;
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_worldPacket >> QuestID;
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_worldPacket >> StartCheat;
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}
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void WorldPackets::Quest::QuestGiverChooseReward::Read()
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{
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_worldPacket >> QuestGiverGUID;
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_worldPacket >> QuestID;
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_worldPacket >> ItemChoiceID;
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}
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void WorldPackets::Quest::QuestGiverCompleteQuest::Read()
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{
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_worldPacket >> QuestGiverGUID;
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_worldPacket >> QuestID;
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_worldPacket >> FromScript;
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}
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void WorldPackets::Quest::QuestGiverHello::Read()
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{
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_worldPacket >> QuestGiverGUID;
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}
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void WorldPackets::Quest::QuestGiverQueryQuest::Read()
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{
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_worldPacket >> QuestGiverGUID;
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_worldPacket >> QuestID;
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_worldPacket >> RespondToGiver;
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}
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void WorldPackets::Quest::QuestGiverRequestReward::Read()
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{
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_worldPacket >> QuestGiverGUID;
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_worldPacket >> QuestID;
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}
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void WorldPackets::Quest::QuestGiverStatusQuery::Read()
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{
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_worldPacket >> QuestGiverGUID;
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}
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void WorldPackets::Quest::QuestLogRemoveQuest::Read()
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{
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_worldPacket >> Entry;
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}
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void WorldPackets::Quest::QuestConfirmAccept::Read()
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{
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_worldPacket >> QuestID;
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}
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void WorldPackets::Quest::QueryQuestInfo::Read()
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{
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_worldPacket >> QuestID;
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}
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WorldPacket const* WorldPackets::Quest::QuestGiverQuestListMessage::Write()
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{
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_worldPacket << QuestGiverGUID;
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_worldPacket << Greeting;
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_worldPacket << uint32(GreetEmoteDelay);
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_worldPacket << uint32(GreetEmoteType);
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_worldPacket << uint8(QuestDataText.size());
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for (GossipText const& gossip : QuestDataText)
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{
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_worldPacket << uint32(gossip.QuestID);
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_worldPacket << uint32(gossip.QuestType);
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_worldPacket << int32(gossip.QuestLevel);
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_worldPacket << uint32(gossip.QuestFlags);
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_worldPacket << uint8(gossip.Repeatable);
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_worldPacket << gossip.QuestTitle;
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}
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return &_worldPacket;
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}
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WorldPacket const* WorldPackets::Quest::QuestGiverStatus::Write()
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{
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_worldPacket << QuestGiver.Guid;
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_worldPacket << uint32(QuestGiver.Status);
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return &_worldPacket;
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}
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WorldPacket const* WorldPackets::Quest::QuestGiverQuestDetails::Write()
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{
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_worldPacket << QuestGiverGUID;
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_worldPacket << InformUnit;
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_worldPacket << uint32(QuestID);
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_worldPacket << QuestTitle;
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_worldPacket << LogDescription;
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_worldPacket << Objectives;
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_worldPacket << PortraitGiverText;
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_worldPacket << PortraitGiverName;
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_worldPacket << PortraitTurnInText;
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_worldPacket << PortraitTurnInName;
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_worldPacket << uint32(PortraitGiver);
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_worldPacket << uint32(PortraitTurnIn);
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_worldPacket << uint8(AutoLaunched);
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_worldPacket << uint32(QuestFlags);
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_worldPacket << uint32(SuggestedPartyMembers);
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_worldPacket << uint8(StartCheat); // to-do: validate
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_worldPacket << uint8(DisplayPopup);
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_worldPacket << uint32(RequiredSpellID);
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_worldPacket << Rewards;
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_worldPacket << uint32(DescEmotes.size());
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for (WorldPackets::Quest::QuestDescEmote const& emote : DescEmotes)
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{
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_worldPacket << uint32(emote.Type);
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_worldPacket << uint32(emote.Delay);
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}
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return &_worldPacket;
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}
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WorldPacket const* WorldPackets::Quest::QuestGiverQuestComplete::Write()
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{
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_worldPacket << uint32(TalentReward);
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_worldPacket << uint32(NumSkillUpsReward);
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_worldPacket << uint32(MoneyReward);
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_worldPacket << uint32(XPReward);
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_worldPacket << uint32(QuestID);
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_worldPacket << uint32(SkillLineIDReward);
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_worldPacket.WriteBit(LaunchGossip);
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_worldPacket.WriteBit(UseQuestReward);
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_worldPacket.FlushBits();
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return &_worldPacket;
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}
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ByteBuffer& operator<<(ByteBuffer& data, WorldPackets::Quest::QuestRewards const& questRewards)
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{
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data << uint32(questRewards.ChoiceItemCount);
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for (uint32 i = 0; i < QUEST_REWARD_CHOICES_COUNT; ++i)
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data << uint32(questRewards.ChoiceItems[i].ItemID);
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for (uint32 i = 0; i < QUEST_REWARD_CHOICES_COUNT; ++i)
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data << uint32(questRewards.ChoiceItems[i].Quantity);
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for (uint32 i = 0; i < QUEST_REWARD_CHOICES_COUNT; ++i)
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data << uint32(questRewards.ChoiceItems[i].DisplayID);
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data << uint32(questRewards.ItemCount);
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for (uint32 i = 0; i < QUEST_REWARDS_COUNT; ++i)
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data << uint32(questRewards.ItemID[i]);
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for (uint32 i = 0; i < QUEST_REWARDS_COUNT; ++i)
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data << uint32(questRewards.ItemQty[i]);
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for (uint32 i = 0; i < QUEST_REWARDS_COUNT; ++i)
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data << uint32(questRewards.ItemDisplayID[i]);
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data << uint32(questRewards.Money);
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data << uint32(questRewards.XP);
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data << uint32(questRewards.Title);
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data << uint32(0); // unkown
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data << float(0.0f); // unknown
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data << uint32(questRewards.NumBonusTalents);
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data << uint32(0); // unkown
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data << uint32(questRewards.FactionFlags);
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for (uint32 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
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data << uint32(questRewards.FactionID[i]);
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for (uint32 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
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data << int32(questRewards.FactionValue[i]);
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for (uint32 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
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data << uint32(questRewards.FactionOverride[i]);
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data << uint32(questRewards.SpellCompletionDisplayID);
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data << uint32(questRewards.SpellCompletionID);
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for (uint32 i = 0; i < QUEST_REWARD_CURRENCY_COUNT; ++i)
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data << uint32(questRewards.CurrencyID[i]);
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for (uint32 i = 0; i < QUEST_REWARD_CURRENCY_COUNT; ++i)
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data << uint32(questRewards.CurrencyQty[i]);
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data << uint32(questRewards.SkillLineID);
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data << uint32(questRewards.NumSkillUps);
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return data;
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}
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