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Oct 13th, 2015
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  1.  
  2. ENCODE(OP_SendCharInfo) {
  3. ENCODE_LENGTH_EXACT(CharacterSelect_Struct);
  4. SETUP_DIRECT_ENCODE(CharacterSelect_Struct, structs::CharacterSelect_Struct);
  5. int r;
  6. for(r = 0; r < 10; r++) {
  7. char* zoneName = NULL;
  8.  
  9. #ifdef WORLD
  10. zoneName = (char*)database.GetZoneName(emu->zone[r]); // need to convert from zone name to id
  11. #endif
  12.  
  13. if ( zoneName != NULL )
  14. strncpy(eq->zone[r],zoneName,20);
  15. else
  16. strcpy(eq->zone[r],"The Unknown");
  17. OUT(primary[r]);
  18. OUT(race[r]);
  19. OUT(class_[r]);
  20. OUT_str(name[r]);
  21. OUT(gender[r]);
  22. OUT(level[r]);
  23. OUT(secondary[r]);
  24. OUT(face[r]);
  25. int k;
  26. for(k = 0; k < 9; k++) {
  27. OUT(equip[r][k]);
  28. eq->cs_colors[r][k] = emu->cs_colors[r][k].color;
  29. }
  30. OUT(deity[r]);
  31.  
  32. // Image 2015: I don't think these existed in Trilogy, right? You were forced to just the face? I think it could be revisited, but doesn't seem too important
  33. // OUT(beard[r]);
  34. // OUT(eyecolor1[r]);
  35. // OUT(eyecolor2[r]);
  36. // OUT(hairstyle[r]);
  37. // OUT(haircolor[r]);
  38. // OUT(gohome[r]);
  39. // OUT(beardcolor[r]);
  40. }
  41. FINISH_ENCODE();
  42. }
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