24 data << auctionItem.Item;
25 data <<
int32(auctionItem.Count);
26 data <<
int32(auctionItem.Charges);
27 data <<
int32(auctionItem.Enchantments.size());
28 data <<
int32(auctionItem.Flags);
29 data <<
int32(auctionItem.AuctionItemID);
30 data << auctionItem.Owner;
31 data <<
uint64(auctionItem.MinBid);
32 data <<
uint64(auctionItem.MinIncrement);
33 data <<
uint64(auctionItem.BuyoutPrice);
34 data <<
int32(auctionItem.DurationLeft);
35 data <<
uint8(auctionItem.DeleteReason);
37 for (
auto const& enchant : auctionItem.Enchantments)
39 data <<
int32(enchant.ID);
40 data <<
uint32(enchant.Expiration);
41 data <<
int32(enchant.Charges);
42 data <<
uint8(enchant.Slot);
47 bool censorServerSideInfo = !data.
WriteBit(auctionItem.CensorServerSideInfo);
48 bool censorBidInfo = !data.
WriteBit(auctionItem.CensorBidInfo);
50 if (censorServerSideInfo)
52 data << auctionItem.ItemGuid;
53 data << auctionItem.OwnerAccountID;
54 data <<
int32(auctionItem.EndTime);
59 data << auctionItem.Bidder;
60 data <<
uint64(auctionItem.BidAmount);
void FlushBits()
Definition: ByteBuffer.h:150
uint64_t uint64
Definition: g3dmath.h:170
bool WriteBit(uint32 bit)
Definition: ByteBuffer.h:170
uint8_t uint8
Definition: g3dmath.h:164
int32_t int32
Definition: g3dmath.h:167
uint32_t uint32
Definition: g3dmath.h:168