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- ENCODE(OP_SendCharInfo) {
- ENCODE_LENGTH_EXACT(CharacterSelect_Struct);
- SETUP_DIRECT_ENCODE(CharacterSelect_Struct, structs::CharacterSelect_Struct);
- int r;
- for(r = 0; r < 10; r++) {
- char* zoneName = NULL;
- #ifdef WORLD
- zoneName = (char*)database.GetZoneName(emu->zone[r]); // need to convert from zone name to id
- #endif
- if ( zoneName != NULL )
- strncpy(eq->zone[r],zoneName,20);
- else
- strcpy(eq->zone[r],"The Unknown");
- OUT(primary[r]);
- OUT(race[r]);
- OUT(class_[r]);
- OUT_str(name[r]);
- OUT(gender[r]);
- OUT(level[r]);
- OUT(secondary[r]);
- OUT(face[r]);
- int k;
- for(k = 0; k < 9; k++) {
- OUT(equip[r][k]);
- eq->cs_colors[r][k] = emu->cs_colors[r][k].color;
- }
- OUT(deity[r]);
- // 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
- // OUT(beard[r]);
- // OUT(eyecolor1[r]);
- // OUT(eyecolor2[r]);
- // OUT(hairstyle[r]);
- // OUT(haircolor[r]);
- // OUT(gohome[r]);
- // OUT(beardcolor[r]);
- }
- FINISH_ENCODE();
- }
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