Well I got it working thanks to impulse's packet.
//edit The shitty command I used:
//edit The shitty command I used:
Code:
if (Cmd[0] == "/weather")
{
foreach (Game.Character C in Game.World.H_Chars.Values)
{
switch (Cmd[1])
{
case "none": C.MyClient.AddSend(Packets.Weather(Features.WeatherType.Nothing, byte.Parse(Cmd[2]), byte.Parse(Cmd[3]))); break;
case "rain": C.MyClient.AddSend(Packets.Weather(Features.WeatherType.Rain, byte.Parse(Cmd[2]), byte.Parse(Cmd[3]))); break;
case "snow": C.MyClient.AddSend(Packets.Weather(Features.WeatherType.Snow, byte.Parse(Cmd[2]), byte.Parse(Cmd[3]))); break;
case "rain2": C.MyClient.AddSend(Packets.Weather(Features.WeatherType.RainWind, byte.Parse(Cmd[2]), byte.Parse(Cmd[3]))); break;
case "leaves": C.MyClient.AddSend(Packets.Weather(Features.WeatherType.AutumnLeaves, byte.Parse(Cmd[2]), byte.Parse(Cmd[3]))); break;
case "cherry": C.MyClient.AddSend(Packets.Weather(Features.WeatherType.CherryBlossomPetals, byte.Parse(Cmd[2]), byte.Parse(Cmd[3]))); break;
case "herry22": C.MyClient.AddSend(Packets.Weather(Features.WeatherType.CherryBlossomPetalsWind, byte.Parse(Cmd[2]), byte.Parse(Cmd[3]))); break;
case "cotten": C.MyClient.AddSend(Packets.Weather(Features.WeatherType.BlowingCotten, byte.Parse(Cmd[2]), byte.Parse(Cmd[3]))); break;
case "atoms": C.MyClient.AddSend(Packets.Weather(Features.WeatherType.Atoms, byte.Parse(Cmd[2]), byte.Parse(Cmd[3]))); break;
}
}
}