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fix: playing an emote not showing on all clients (#1800)
* Fix emote broadcast failure with adding new GameMsg * Remove PlayAnimation ()function in place of EmotePlayed() Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com> * Change int casting methodology to explicit int32_t for consistency * Set default behavior for EmotePlayed struct This is to avoid undefined behavior when using method --------- Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
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@@ -942,6 +942,11 @@ void PetComponent::Command(const NiPoint3& position, const LWOOBJID source, cons
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if (commandType == 1) {
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// Emotes
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GameMessages::SendPlayEmote(m_Parent->GetObjectID(), typeId, owner->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::EmotePlayed msg;
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msg.target = owner->GetObjectID();
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msg.emoteID = typeId;
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msg.targetID = 0; // Or set to the intended target entity's ID, or 0 if no target
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msg.Send(UNASSIGNED_SYSTEM_ADDRESS);
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} else if (commandType == 3) {
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// Follow me, ???
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} else if (commandType == 6) {
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