mirror of
https://github.com/ACEmulator/ACE
synced 2026-08-17 12:26:06 -04:00
61 lines
2 KiB
C#
61 lines
2 KiB
C#
namespace ACE.Server.Network.GameEvent.Events
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{
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public class GameEventChannelIndex : GameEventMessage
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{
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public GameEventChannelIndex(Session session) : base(GameEventType.ChannelIndex, GameMessageGroup.UIQueue, session)
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{
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WriteEventBody();
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}
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private void WriteEventBody()
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{
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// TODO: this probably could be done better but I'm not sure if there's a point, it's not like the client out of the box supports making up new channels
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// Admin
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// Abuse
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// Audit
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// Av1
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// Av2
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// Av3
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// Sentinel
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// Help
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// uint channelCount = 0;
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if (Session.Player.IsAdmin)
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{
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Writer.Write(8u);
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Writer.WriteString16L("Abuse");
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Writer.WriteString16L("Admin");
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Writer.WriteString16L("Audit");
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Writer.WriteString16L("Av1");
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Writer.WriteString16L("Av2");
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Writer.WriteString16L("Av3");
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Writer.WriteString16L("Sentinel");
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Writer.WriteString16L("Help");
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}
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if (Session.Player.IsArch || Session.Player.IsSentinel)
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{
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Writer.Write(7u);
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Writer.WriteString16L("Abuse");
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Writer.WriteString16L("Audit");
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Writer.WriteString16L("Av1");
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Writer.WriteString16L("Av2");
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Writer.WriteString16L("Av3");
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Writer.WriteString16L("Sentinel");
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Writer.WriteString16L("Help");
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}
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if (Session.Player.IsAdvocate)
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{
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Writer.Write(5u);
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Writer.WriteString16L("Abuse");
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Writer.WriteString16L("Av1");
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Writer.WriteString16L("Av2");
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Writer.WriteString16L("Av3");
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Writer.WriteString16L("Help");
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}
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}
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}
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}
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