Difference between revisions of "PlayerEmote (0000012E)"

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(New page: __NOTOC__ {| border="0" width="90%" cellpadding=6 |- |valign=top| ===Struct=== ---- {| class="wikitable" |- |{{long}}|'''Source ID''' |- |{{long}}|'''Reciever ID''' |- |{{short}}|'''emot...)
 
(Struct)
 
(29 intermediate revisions by 3 users not shown)
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__NOTOC__
+
{{PageHeader|Object Controller|PlayerEmote (0000012E)}}
 
+
 
{| border="0" width="90%" cellpadding=6
 
{| border="0" width="90%" cellpadding=6
 
|-
 
|-
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===Struct===
 
===Struct===
 
----
 
----
 
+
{| align="center"
 +
|-
 +
||
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
|{{long}}|'''Source ID'''
 
|{{long}}|'''Source ID'''
 
|-
 
|-
|{{long}}|'''Reciever ID'''
+
|{{long}}|'''Receiver ID'''
 
|-
 
|-
 
|{{short}}|'''emote ID'''
 
|{{short}}|'''emote ID'''
Line 18: Line 19:
 
|-
 
|-
 
|{{short}}|{{unknown}}
 
|{{short}}|{{unknown}}
 +
|}
 
|}
 
|}
 +
 +
  
 
===Variable Descriptions===
 
===Variable Descriptions===
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controllerID     = '''0000012E'''
 
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
  
* Send emote??
 
  
 
|valign=top|
 
|valign=top|
 +
 
===Tags===
 
===Tags===
 
----
 
----
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|}
 
|}
 +
 +
<pre>
 +
===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;
 +
 +
</pre>
 +
 +
 +
===Struct===
 +
----
 +
{| align="Center"
 +
|-
 +
||
 +
{| class="wikitable"
 +
|-
 +
|{{long}}|'''Source ID'''
 +
|-
 +
|{{long}}|'''Receiver ID'''
 +
|-
 +
|{{Int}}|'''emote ID'''
 +
|-
 +
|{{Short}}|'''Flag'''
 +
|}
 +
|}
 +
 +
 +
THIS STRUCT MAY RELATE TO ONLY NGE
 +
cable@projectswg
 +
 +
 +
<pre>
 +
 +
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>

Latest revision as of 18:23, 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.

===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;


Struct


LONG Source ID
LONG Receiver ID
INT emote ID
SHORT Flag


THIS STRUCT MAY RELATE TO ONLY NGE 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