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Cast System TFS 1.2

secondlife

Active Member
Joined
Aug 1, 2009
Messages
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Hello bros,
where i can find one stable Cast System for tfs 1.2?
I've look, and many servers already have cast in this version.
THANK YOU!
 
Make your own, make a copy of protocolgame, bind the new one to a new port and edit writeToOutputBuffer to send the desired packets to the spectators, not too hard, a little time consuming but not too difficult
 
void ProtocolSpectator::addDummyCreature(NetworkMessage& msg, const uint32_t& creatureID, const Position& playerPos)
{
// add dummy creature
CreatureType_t creatureType = CREATURETYPE_NPC;
if (creatureID <= 0x10000000) {
creatureType = CREATURETYPE_PLAYER;
}
else if (creatureID <= 0x40000000) {
creatureType = CREATURETYPE_MONSTER;
}
msg.addByte(0x6A);
msg.addPosition(playerPos);
msg.addByte(1); //stackpos
msg.add<uint16_t>(0x61); // is not known
msg.add<uint32_t>(0); // remove no creature
msg.add<uint32_t>(creatureID); // creature id
msg.addByte(creatureType); // creature type
msg.addString("Dummy");
msg.addByte(0x00); // health percent
msg.addByte(DIRECTION_NORTH); // direction
AddOutfit(msg, player->getCurrentOutfit()); // outfit
msg.addByte(0); // light level
msg.addByte(0); // light color
msg.add<uint16_t>(200); // speed
msg.addByte(SKULL_NONE); // skull type
msg.addByte(SHIELD_NONE); // party shield
msg.addByte(GUILDEMBLEM_NONE); // guild emblem
msg.addByte(creatureType); // creature type
msg.addByte(SPEECHBUBBLE_NONE); // speechbubble
msg.addByte(0xFF); // MARK_UNMARKED
msg.add<uint16_t>(0x00); // helpers
msg.addByte(0); // walkThrough
}
i'm missing something?
 
68747470733a2f2f692e6779617a6f2e636f6d2f64326631306331313232323138313933383139636436363132653166353238302e706e67

@Slavi Dodo, the random debugs get this error in client
 
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