/// <summary> /// This constructor is used for passing in a single friend for and add, remove, or update status. It also allows you to override the online status so the WorldManager isn't checked. /// </summary> /// <param name="session"></param> /// <param name="updateType"></param> /// <param name="friend"></param> /// <param name="overrideOnlineStatus">Set to true if you want to force a value for the online status of the friend. Useful if you know the status and don't want to have the WorldManager check</param> /// <param name="onlineStatusVal">If overrideOnlineStatus is true, then this is the online status value that you want to force in the packet</param> public GameEventFriendsListUpdate(Session session, FriendsUpdateTypeFlag updateType, Friend friend, bool overrideOnlineStatus = false, bool onlineStatusVal = false) : base(GameEventType.FriendsListUpdate, GameMessageGroup.Group09, session) { this.updateType = updateType; this.friend = friend; this.overrideOnlineStatus = overrideOnlineStatus; this.onlineStatusVal = onlineStatusVal; WriteEventBody(); }
/// <summary> /// This constructor should only be used for sending the full friend list /// </summary> /// <param name="session"></param> public GameEventFriendsListUpdate(Session session) : base(GameEventType.FriendsListUpdate, GameMessageGroup.Group09, session) { updateType = FriendsUpdateTypeFlag.FullList; WriteEventBody(); }