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How can I attach sounds to messages from catids biller?

 
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Donkano
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PostPosted: Sat Oct 22, 2005 10:39 am    Post subject: How can I attach sounds to messages from catids biller? Reply to topic Reply with quote

Is it possible to send sounds through biller messages?

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;
}
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Default
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PostPosted: Sat Oct 22, 2005 11:17 am    Post subject: Reply to topic Reply with quote

To broadcast it or send a message?
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Donkano
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PostPosted: Sat Oct 22, 2005 11:35 am    Post subject: Reply to topic Reply with quote

Default wrote:
To broadcast it or send a message?


Read the quote in my post.

All I added to it from catid's biler is the %1 before the "WARNING:"

Would that send the sound with the message?
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PostPosted: Sat Oct 22, 2005 11:40 am    Post subject: Reply to topic Reply with quote

Sorry.
I am not sure that would work, any means give it a try sa_tongue.gif
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Purge
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PostPosted: Sat Oct 22, 2005 12:24 pm    Post subject: Reply to topic Reply with quote

You shouldn't use bongs as %s in code. Look for the packet where you can find bong #1.
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D1st0rt
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PostPosted: Sat Oct 22, 2005 1:14 pm    Post subject: Reply to topic Reply with quote

You send it as the sound code on the end of the message
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Donkano
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PostPosted: Sat Oct 22, 2005 2:21 pm    Post subject: Reply to topic Reply with quote

D1st0rt wrote:
You send it as the sound code on the end of the message


I don't know the sound code, all I know is that it is %1 in the defult Continuum bongs.

I want it to play the same sound as it does with *warn
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Cyan~Fire
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PostPosted: Sun Oct 23, 2005 10:31 am    Post subject: Reply to topic Reply with quote

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.
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Donkano
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PostPosted: Sun Oct 23, 2005 11:17 am    Post subject: Reply to topic Reply with quote

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.


So you mean Ekted would know this since he helped with the building of the Continuum client?
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Maverick
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PostPosted: Sun Oct 23, 2005 11:43 am    Post subject: Reply to topic Reply with quote

Cyan~Fire wrote:
Disclaimer: Don't get me wrong. Yes, I may say catid's code is crap, but I still appreciate it.

Same, however I haven't seen real proof that catid's code is crap.
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D1st0rt
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PostPosted: Sun Oct 23, 2005 8:13 pm    Post subject: Reply to topic Reply with quote

I don't know about ssb2, but in merv you can specify

(spawn.h)
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);
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Cyan~Fire
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PostPosted: Sun Oct 23, 2005 8:38 pm    Post subject: Reply to topic Reply with quote

Ekted might know, but I'm 90% sure you can't.

@Mav: How about the fact that 95% of the SSB2 code is in header files and that he uses type-casted array offsets instead of structures to send packets?

@d1s: But that's for the game protocol, different from the biller protocol.
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D1st0rt
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PostPosted: Sun Oct 23, 2005 8:43 pm    Post subject: Reply to topic Reply with quote

Isn't a chat packet a chat packet though?
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Smong
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PostPosted: Mon Oct 24, 2005 6:07 pm    Post subject: Re: Billers Reply to topic Reply with quote

Donkano wrote:

user->item->SendChat(0, s.Text);

Maybe that 0 is where the sound code goes?
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Donkano
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PostPosted: Mon Oct 24, 2005 6:10 pm    Post subject: Re: Billers Reply to topic Reply with quote

Smong wrote:
[..]


Maybe that 0 is where the sound code goes?


No, that is the channel it appears on.

In-Game quote:
God.Donkan> ?warn God.Donkano:Test
0:WARNING: Test -God.Donkano
Player warned
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Cyan~Fire
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PostPosted: Mon Oct 24, 2005 6:40 pm    Post subject: Reply to topic Reply with quote

Smong, you doubted me!
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Smong
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PostPosted: Mon Oct 24, 2005 6:58 pm    Post subject: Reply to topic Reply with quote

Aww come on, it was just a guess without even looking at any relevant code.
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PostPosted: Tue Oct 25, 2005 1:20 am    Post subject: Reply to topic Reply with quote

Looking at the documented source code Grelminar has with the billing portion of ASSS, it seems as if there is no sound code that you can transmit to users in general. It looks like you could with the global zone messages (which makes sense back from VIE days), but not specific users/chat channel messages as there isn't room for it.
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