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If a player tries to zone to a offline server they will see a standard error message. Also a reconnection attempt will be made on a disconnected server.
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parent
260878df38
commit
4ce4647a75
9 changed files with 112 additions and 24 deletions
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@ -748,8 +748,8 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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public void SendGameMessage(Actor sourceActor, Actor textIdOwner, ushort textId, byte log, params object[] msgParams)
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{
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if (msgParams.Length == 0)
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{
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if (msgParams == null || msgParams.Length == 0)
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{
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QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, actorId, sourceActor.actorId, textIdOwner.actorId, textId, log));
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}
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@ -758,24 +758,24 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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public void SendGameMessage(Actor textIdOwner, ushort textId, byte log, params object[] msgParams)
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{
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if (msgParams.Length == 0)
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{
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if (msgParams == null || msgParams.Length == 0)
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QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, actorId, textIdOwner.actorId, textId, log));
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else
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QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, actorId, textIdOwner.actorId, textId, log, LuaUtils.CreateLuaParamList(msgParams)));
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}
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public void SendGameMessage(Actor textIdOwner, ushort textId, byte log, string customSender, params object[] msgParams)
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{
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if (msgParams.Length == 0)
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{
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if (msgParams == null || msgParams.Length == 0)
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QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, actorId, textIdOwner.actorId, textId, customSender, log));
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else
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QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, actorId, textIdOwner.actorId, textId, customSender, log, LuaUtils.CreateLuaParamList(msgParams)));
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}
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public void SendGameMessage(Actor textIdOwner, ushort textId, byte log, uint displayId, params object[] msgParams)
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{
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if (msgParams.Length == 0)
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{
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if (msgParams == null || msgParams.Length == 0)
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QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, actorId, textIdOwner.actorId, textId, displayId, log));
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else
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QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, actorId, textIdOwner.actorId, textId, displayId, log, LuaUtils.CreateLuaParamList(msgParams)));
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