Quote:
Originally Posted by CptSky
From what I remember, there was a way to spawn the effect without the MsgName. It might be in my COPS v6 source... I would have to recheck.
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Well, it's still with the MsgName packet, but you don't send the actual effect. You send the Fireworks subtype with the (x, y).
Code:
case Action.Marry:
{
if (Player.UniqId != SenderUID)
return;
Player Target = null;
if (!World.AllPlayers.TryGetValue(TargetUID, out Target))
return;
if (Target.Map != Player.Map)
return;
if (!MyMath.CanSee(Player.X, Player.Y, Target.X, Target.Y, 17))
return;
if (!(Player.Look % 10 < 3 && Target.Look % 10 > 2) && !(Player.Look % 10 > 2 && Target.Look % 10 < 3))
return;
if (Target.Spouse != "Non" && Target.Spouse != "None" && Target.Spouse != "")
return;
Player.Spouse = Target.Name;
Player.Send(MsgName.Create(Player.UniqId, Player.Spouse, MsgName.Action.Spouse));
Target.Spouse = Player.Name;
Target.Send(MsgName.Create(Target.UniqId, Target.Spouse, MsgName.Action.Spouse));
World.BroadcastMapMsg(Player.Map, MsgName.Create((Player.X | Player.Y << 16), "1122", MsgName.Action.Fireworks));
World.BroadcastMsg(MsgTalk.Create("SYSTEM", "ALLUSERS", String.Format(Client.GetStr("STR_MARRY"), Player.Name, Target.Name), MsgTalk.Channel.GM, 0xFF0000));
break;
}