Difference between revisions of "PlayerEmote (0000012E)"

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(Example Code)
(Example Code)
Line 47: Line 47:
  
  
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
 
  
  

Revision as of 17:00, 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;