Difference between revisions of "PlayerEmote (0000012E)"

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m (Variable Descriptions)
(Example Code)
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Sample NGE packet by cAble@projectswg
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05 00 #Operand
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46 5E CE 80 #ObjController
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0B 00 00 00 #
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2E 01 00 00 #ControllerType: SocialEmoteReceive
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CA 16 09 91 45 00 00 00 #CharacterID
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00 00 00 00 #Unknown INT
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CA 16 09 91 45 00 00 00 #SenderID
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CA 16 09 91 45 00 00 00 #ReceiverID
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6F 01 00 00 #EmoteType
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03 #Flag
 +
  
  

Revision as of 17:59, 12 September 2013

Object Controller - PlayerEmote (0000012E)

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Struct


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

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.


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



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;