Quote:
Originally Posted by AndMetal
you've saved me from having to learn assembly
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This is one of those Client->Server opcodes that didn't require any disassembly, just had to type /who all friend and look in the zone log output to see the 'Unknown Opcode' and that the packet contained a comma delimited list of friend names
The response from the server to the client is the same opcode as used by /who all.
I'm going to rework this a bit to make it more efficient. I basically copied the /who all code, and it runs through the online client list twice, first to count how many friends are online so it can calculate how big the reply packet needs to be, and then again to actually build the reply packet.
Does anyone know if /who all friends should have an output limit of 20 players, the same as /who all ?