public void CChatMessageReq(ChatSession session, CChatMessageReqMessage message) { if (message.ChatType == ChatType.Channel) { session.Player.Channel.SendChatMessage(session.Player, message.Message); } else { session.Send(new SChatMessageAckMessage(ChatType.Club, session.Player.Account.Id, session.Player.Account.Nickname, message.Message)); } }
public void CChatMessageReq(ChatSession session, CChatMessageReqMessage message) { switch (message.ChatType) { case ChatType.Channel: session.Player.Channel.SendChatMessage(session.Player, message.Message); break; case ChatType.Club: // ToDo Change this when clans are implemented session.SendAsync(new SChatMessageAckMessage(ChatType.Club, session.Player.Account.Id, session.Player.Account.Nickname, message.Message)); break; default: Logger.ForAccount(session) .Warning("Invalid chat type {chatType}", message.ChatType); break; } }