#include "WorldPackets.h" #include "Amf3.h" #include "dConfig.h" #include "GameMessages.h" #include "Entity.h" namespace WorldPackets { bool UIHelpTop5::Deserialize(RakNet::BitStream& bitStream) { VALIDATE_READ(bitStream.Read(languageCode)); return true; } void UIHelpTop5::Handle() { AMFArrayValue data; switch (languageCode) { case eLanguageCodeID::EN_US: // Summaries data.Insert("Summary0", Game::config->GetValue("help_0_summary")); data.Insert("Summary1", Game::config->GetValue("help_1_summary")); data.Insert("Summary2", Game::config->GetValue("help_2_summary")); data.Insert("Summary3", Game::config->GetValue("help_3_summary")); data.Insert("Summary4", Game::config->GetValue("help_4_summary")); // Descriptions data.Insert("Description0", Game::config->GetValue("help_0_description")); data.Insert("Description1", Game::config->GetValue("help_1_description")); data.Insert("Description2", Game::config->GetValue("help_2_description")); data.Insert("Description3", Game::config->GetValue("help_3_description")); data.Insert("Description4", Game::config->GetValue("help_4_description")); break; case eLanguageCodeID::PL_US: case eLanguageCodeID::DE_DE: case eLanguageCodeID::EN_GB: default: break; } GameMessages::SendUIMessageServerToSingleClient(player, sysAddr, "UIHelpTop5", data); } }