38 _player(player), _trader(trader), _accepted(false), _acceptProccess(false),
39 _money(0), _spell(0), _spellCastItem(), _clientStateIndex(1), _serverStateIndex(1) { }
50 void SetSpell(
uint32 spell_id,
Item* castItem =
nullptr);
52 Item* GetSpellCastItem()
const;
56 void SetMoney(
uint64 money);
59 void SetAccepted(
bool state,
bool forTrader =
false);
68 void UpdateServerStateIndex();
71 void Update(
bool for_trader =
true)
const;
@ TRADE_SLOT_TRADED_COUNT
bool HasSpellCastItem() const
Player * GetTrader() const
uint32 GetClientStateIndex() const
void SetInAcceptProcess(bool state)
void UpdateClientStateIndex()
ObjectGuid _spellCastItem
bool IsInAcceptProcess() const
TradeData(Player *player, Player *trader)
uint32 GetServerStateIndex() const
void Update(VignetteData &vignette, WorldObject const *owner)