private void ValidationSucceeded(PlayerCharacter createdCharacter) { Game.Player.Account.AddCharacter(createdCharacter); Network.GameServer.Send((GameServerMessage) 382, (byte) 1); Network.GameServer.Send(GameServerMessage.CharacterCreated, new byte[16], createdCharacter.Name, (ushort) 100, //Map.TeamArenas, createdCharacter.GetLoginScreenAppearance()); Game.Player.Character = createdCharacter; Game.State = GameState.CharacterScreen; }
public void AddCharacter(PlayerCharacter character) { _characters.Add(character); if (Game.State != GameState.Handshake && Game.State != GameState.LoginScreen) { Network.AuthServer.Send(AuthServerMessage.Character, Network.AuthServer.LoginCount, new byte[16], 0, character.Name, character.GetLoginScreenAppearance()); } }