Difference between revisions of "PlayerEmote (0000012E)"
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*NOTE: The first ID in the OBJ needs to be the ID of the object receiving the packet (recipID). | *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 | + | * Source ID = ID of the player performing the emote |
* Receiver ID = ID of the player the emote is being performed upon | * Receiver ID = ID of the player the emote is being performed upon | ||
* Emote ID = # associated with the desired emote | * Emote ID = # associated with the desired emote | ||
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|valign=top| | |valign=top| | ||
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===Tags=== | ===Tags=== | ||
---- | ---- |
Revision as of 14:17, 22 March 2012
Object Controller - PlayerEmote (0000012E)
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Struct
Variable DescriptionscontrollerID = 0000012E
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Tags
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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;