internal void OnCreateChar(CMSG_CREATECHARACTER cpkt) { //HELPER VARIABLES CharInfo info = new CharInfo(); ServerInfo2 info2; LoginSession session; //START CREATING THE CHARACTER ON OUR SERVER if (LoginSessionHandler.sessions.TryGetValue(cpkt.SessionId, out session)) { if (ServerManager2.Instance.server.TryGetValue(session.World, out info2)) { SMSG_INTERNAL_CHARACTERCREATE cpkt2 = new SMSG_INTERNAL_CHARACTERCREATE(); cpkt2.CharacterId = session.playerid; cpkt2.Name = cpkt.Name; cpkt2.Eye = cpkt.Eye; cpkt2.EyeBrowse = cpkt.EyeBrowse; cpkt2.EyeColor = cpkt.EyeColor; cpkt2.Hair = cpkt.Hair; cpkt2.HairColor = cpkt.HairColor; cpkt2.WeaponAffix = cpkt.WeaponAffix; cpkt2.WeaponName = cpkt.WeaponName; cpkt2.SessionId = cpkt.SessionId; info.cexp = 0; info.charId = 0; info.gender = (byte)session.Gender; info.name = cpkt.Name; info.job = 1; session.PendingCharInfo = info; info2.client.SM_CHARACTER_CREATE(cpkt2); } } }
//Internal Members #region CREATE CHARACTER public void SM_CHARACTER_CREATE(SMSG_INTERNAL_CHARACTERCREATE spkt) { this.Send((byte[])spkt); }