public int HandlePacket(GameClient client, GSPacketIn packet) { int id = packet.ReadInt(); bool result = false; int tempID = 0; int state = 0; string msg = "ConsortiaApplyAllyPassHandler.Failed"; using (ConsortiaBussiness db = new ConsortiaBussiness()) { if (db.PassConsortiaApplyAlly(id, client.Player.PlayerCharacter.ID, client.Player.PlayerCharacter.ConsortiaID,ref tempID,ref state, ref msg)) { msg = "ConsortiaApplyAllyPassHandler.Success"; result = true; GameServer.Instance.LoginServer.SendConsortiaAlly(client.Player.PlayerCharacter.ConsortiaID, tempID, state); } } packet.WriteBoolean(result); packet.WriteString(LanguageMgr.GetTranslation(msg)); client.Out.SendTCP(packet); return 0; }