Quote: |
if (user) { _string s; s = "%1WARNING: "; s += RightText; s += " -"; s += (char*)&player->player->Name[0]; user->item->SendChat(0, s.Text); player->SendArena("Player warned."); return true; } |
Default wrote: |
To broadcast it or send a message? |
D1st0rt wrote: |
You send it as the sound code on the end of the message |
Cyan~Fire wrote: |
Catid's code is layed out (and written) like crap, so I can't be sure, but I'm almost positive it's not possible. FYI, Donkano, Continuum scans your messages for the % sounds, removes them, and adds a sound code to your message packet.
Disclaimer: Don't get me wrong. Yes, I may say catid's code is crap, but I still appreciate it. |
Cyan~Fire wrote: |
Disclaimer: Don't get me wrong. Yes, I may say catid's code is crap, but I still appreciate it. |
Code: Show/Hide void sendPrivate(Player *player, char *msg);
void sendPrivate(Player *player, BYTE snd, char *msg); void sendTeam(char *msg); void sendTeam(BYTE snd, char *msg); void sendTeamPrivate(Uint16 team, char *msg); void sendTeamPrivate(Uint16 team, BYTE snd, char *msg); void sendPublic(char *msg); void sendPublic(BYTE snd, char *msg); void sendPublicMacro(char *msg); void sendPublicMacro(BYTE snd, char *msg); |
Donkano wrote: |
user->item->SendChat(0, s.Text); |
Smong wrote: |
[..]
Maybe that 0 is where the sound code goes? |