using System; using System.Collections.Generic; using System.Linq; using System.Text; using Chop.Game.Messages.IDs; namespace Chop.Game.Messages.Incoming.friendlist { class FollowFriendEvent: IMessageHandler { public void Handle(GameClient client, RequestParser parser) { // ERROR CODES: // 0 = [friendlist.followerror.notfriend] // 1 = [friendlist.followerror.offline] // 2 = [friendlist.followerror.hotelview] // 3 = [friendlist.followerror.prevented] int friendID = parser.ReadInt32(); if (!client.mConsole.mBuddies.ContainsKey(friendID)) // nope.avi { ResponseBuilder message = new ResponseBuilder(OutgoingMessages.FollowFriendFailedEvent); message.AppendInt32(0); // errorCode client.SendMessage(message); return; } if (Core.ClientManager.GetClientByHabbo(friendID) == null) // nope.avi { ResponseBuilder message = new ResponseBuilder(OutgoingMessages.FollowFriendFailedEvent); message.AppendInt32(1); // errorCode client.SendMessage(message); return; } if (Core.ClientManager.GetClientByHabbo(friendID).mRoom == null) // nope.avi { ResponseBuilder message = new ResponseBuilder(OutgoingMessages.FollowFriendFailedEvent); message.AppendInt32(2); // errorCode client.SendMessage(message); return; } // TODO: Follow and last error! } } }