mirror of
https://github.com/ACEmulator/ACE
synced 2026-08-17 12:26:06 -04:00
* Adjust CharacterOption defaults These changes match client enums and pcaps * Update Player_Character.cs * Updates for OlthoiPlay - Handle OIthoi creation defaults - Handle Olthoi talking - Handle Olthoi global chat * . * Adjust tells from/to Olthoi * More IsOlthoiPlayer blocks * Update Player.cs * Bit o' refactor * Update AppraiseInfo.cs * Update TurbineChatHandler.cs * Update TurbineChatHandler.cs * Update Player_Inventory.cs * Update Player_Inventory.cs * Revert IsOlthoiPlayer to get/set * Update Player_Xp.cs * Update Player.cs * Update Player_Death.cs * Update Player.cs * Update Player_Allegiance.cs * Update Player_Fellowship.cs * Update Player_Character.cs * Update WorldObject_Use.cs * Update WorldObject_Magic.cs * Update DamageHistoryInfo.cs * Update Creature_Death.cs * Update Player_Death.cs * Update Player_Trade.cs
32 lines
1.5 KiB
C#
32 lines
1.5 KiB
C#
using ACE.Entity.Enum;
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using ACE.Server.WorldObjects;
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namespace ACE.Server.Network.GameEvent.Events
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{
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public class GameEventTell : GameEventMessage
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{
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public GameEventTell(WorldObject worldObject, string messageText, Player player, ChatMessageType chatMessageType)
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: base(GameEventType.Tell, GameMessageGroup.UIQueue, player.Session)
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{
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var name = worldObject.CreatureType == CreatureType.Olthoi ? worldObject.Name + "&" : worldObject.Name;
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Writer.WriteString16L(messageText);
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Writer.WriteString16L(name);
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Writer.WriteGuid(worldObject.Guid);
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Writer.WriteGuid(player.Guid);
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Writer.Write((uint)chatMessageType);
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Writer.Write(0u); // This is not documented in the xml's, but is found in the pcaps. The functionality seems the same with or without it.
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}
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public GameEventTell(Session session, string messageText, string senderName, uint senderID, uint targetID, ChatMessageType chatMessageType)
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: base(GameEventType.Tell, GameMessageGroup.UIQueue, session)
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{
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Writer.WriteString16L(messageText);
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Writer.WriteString16L(senderName);
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Writer.Write(senderID);
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Writer.Write(targetID);
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Writer.Write((uint)chatMessageType);
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Writer.Write(0u); // This is not documented in the xml's, but is found in the pcaps. The functionality seems the same with or without it.
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}
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}
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}
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