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44
L2C_Server/net/clientpackets/c_CharacterSelect.cpp
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44
L2C_Server/net/clientpackets/c_CharacterSelect.cpp
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#include "pch.h"
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#include "Log.h"
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#include "l2c_utils.h"
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#include "net/GameClient/GameClient.h"
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#include "../ClientPacketHandler.h"
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#include "../ServerPackets.h"
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#include "GS.h"
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L2GamePacket *ClientPacketHandler::CharacterSelect( L2GamePacket *pack )
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{
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L2GamePacket *ret = NULL;
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pack->getPacketType();
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int charSlot = pack->readD();
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LogDebug( L"CharacterSelect: charSlot : %d", charSlot );
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// create &load player for game client if not exists
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if( m_cl->getPlayer() == NULL )
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{
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GamePlayer *pl = new GamePlayer( m_cl, 0 );
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// TODO: CharacterSelect: load char from base
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m_cl->setPlayer( pl, true, CLIENT_STATE_IN_GAME ); // sets state to IN_GAME
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//
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L2Game_CharSelected *p = new L2Game_CharSelected();
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ret = p;
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p->p_char_name[0] = 0;
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p->p_opcodeObfuscatorSeed = rand();
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p->p_title[0] = 0;
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p->p_classId = 0;
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p->p_level = 1;
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unsigned char playKey[8];
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m_cl->getPlayKey( playKey );
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p->p_sessionId = playKey[0] | (playKey[1] << 8) | (playKey[2] << 16) | (playKey[3] << 24); // playOkID1
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//
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p->create( L2_VERSION_T23 );
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//
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m_cl->setOpcodeObfuscationSeed( p->p_opcodeObfuscatorSeed );
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}
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else
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LogError( L"Net: %s: CharacterSelect: already has player attached to GameClient?? Bad Bad Error or Cheater!",
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m_cl->toString() );
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//
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return ret;
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}
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