Difference between revisions of "PlayerEmote (0000012E)"

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m (Variable Descriptions)
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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 more
+
* 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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===Tags===
 
===Tags===
 
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Revision as of 14:17, 22 March 2012

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;