Difference between revisions of "PlayerEmote (0000012E)"

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(Example Code)
Line 84: Line 84:
 
     packet << (uint8)0;
 
     packet << (uint8)0;
 
     packet << (uint16)0x0300;
 
     packet << (uint16)0x0300;
 
 
<pre>
 
 
 
===Example Code===
 
 
Sample NGE packet by cAble@projectswg
 
 
05 00 #Operand
 
46 5E CE 80 #ObjController
 
0B 00 00 00 #
 
2E 01 00 00 #ControllerType: SocialEmoteReceive
 
CA 16 09 91 45 00 00 00 #CharacterID
 
00 00 00 00 #Unknown INT
 
CA 16 09 91 45 00 00 00 #SenderID
 
CA 16 09 91 45 00 00 00 #ReceiverID
 
6F 01 00 00 #EmoteType
 
03 #Flag
 
 
</pre>
 

Revision as of 18:10, 12 September 2013

Object Controller - PlayerEmote (0000012E)

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Struct


LONG Source ID
LONG Receiver ID
SHORT emote ID
BYTE ??
SHORT ??

Struct


LONG Source ID
LONG Receiver ID
INT emote ID
SHORT Flag

THIS STRUCT MAY RELATE TO ONLY NGE cable@projectswg

Variable Descriptions


controllerID = 0000012E


  • NOTE: The first ID in the OBJ needs to be the ID of the object receiving the packet (recipID).
  • Source ID = ID of the player performing the emote
  • Receiver ID = ID of the player the emote is being performed upon
  • Emote ID = # associated with the desired emote


Tags


OCM This header is part of the ObjControllerMessage.

75% This packet has been partially reversed.




Example Code

   packet << (uint16)5;
   packet.opcode2(ObjController);
   packet << (uint32)0xB;
   packet << (uint32)0x012E;
   packet << (uint64)recip;           //recipient
   packet << (uint32)0;               //unkown
   packet << (uint64)sender->ObjID;   //source
   packet << (uint64)sender->Target;  //This is normally the target...
   packet << emoteId;                 //ID
   packet << (uint8)0;
packet << (uint16)0x0300;