root/trunk/AE-go_GameServer/src/com/aionemu/gameserver/network/aion/clientpackets/CM_EMOTION.java

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			case 2: // resting
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			case 2: // resting
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			case 3: // end resting
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			case 3: // end resting
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			case 7: // fly teleport land
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			case 7: // fly teleport land
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			case 8: // fly up
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			case 11: // fly up
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			case 9: // land
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			case 12: // land
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			case 17: // Nothing here
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			case 16: // die
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			case 19: // emotion = readH();
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			case 22: // get equip weapon
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			case 23: // remove equip weapon
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			case 20: // duel end
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			case 20: // duel end
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			case 21: // walk on
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			case 24: // walk on
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			case 22: // walk off
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			case 25: // walk off
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			case 31: // powershard on
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			case 29: // static doors
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			case 32: // powershard off
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			case 34: // powershard on
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			case 33: // get equip weapon
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			case 35: // powershard off
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			case 34: // remove equip weapon
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			case 36: // get equip weapon
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			case 37: // remove equip weapon
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				break;
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				break;
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			case 16:
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			case 19:
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				emotion = readH();
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				emotion = readH();
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				break;
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				break;
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			case 4: // sit on chair
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			case 4: // sit on chair
...
...
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				y = readF();
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				y = readF();
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				z = readF();
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				z = readF();
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				heading = (byte)readC();
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				heading = (byte)readC();
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				break;
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				break;				
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			default:
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			default:
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				log.info("Unknown emotion type? 0x" + Integer.toHexString(emotionType).toUpperCase());
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				log.info("Unknown emotion type? 0x" + Integer.toHexString(emotionType).toUpperCase());
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				break;
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				break;
...
...
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			case 7:
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			case 7:
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				player.getController().onFlyTeleportEnd();
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				player.getController().onFlyTeleportEnd();
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				break;
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				break;
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			case 8:
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			case 11:
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				// TODO move to player controller? but after states working
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				// TODO move to player controller? but after states working
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				ZoneInstance currentZone = player.getZoneInstance();
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				ZoneInstance currentZone = player.getZoneInstance();
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				if(currentZone != null)
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				if(currentZone != null)
...
...
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				}
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				}
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				player.getFlyController().startFly();
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				player.getFlyController().startFly();
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				break;
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				break;
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			case 9:
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			case 12:
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				player.getFlyController().endFly();
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				player.getFlyController().endFly();
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				break;
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				break;
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			case 33:
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			case 36:
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			case 19:
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			case 22:
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				player.setState(CreatureState.WEAPON_EQUIPPED);
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				player.setState(CreatureState.WEAPON_EQUIPPED);
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				break;
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				break;
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			case 34:
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			case 37:
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			case 20:
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			case 23:
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				player.unsetState(CreatureState.WEAPON_EQUIPPED);
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				player.unsetState(CreatureState.WEAPON_EQUIPPED);
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				break;
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				break;
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			case 21:
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			case 24:
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				// cannot toggle walk when you flying or gliding
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				// cannot toggle walk when you flying or gliding
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				if(player.getFlyState() > 0)
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				if(player.getFlyState() > 0)
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					return;
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					return;
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				player.setState(CreatureState.WALKING);
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				player.setState(CreatureState.WALKING);
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				break;
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				break;
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			case 22:
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			case 25:
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				player.unsetState(CreatureState.WALKING);
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				player.unsetState(CreatureState.WALKING);
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				break;
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				break;
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			case 31:
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			case 29:
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				PacketSendUtility.sendPacket(player, SM_SYSTEM_MESSAGE.NO_POWER_SHARD_EQUIPPED());
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				break;				
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			case 34:
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				if(!player.getEquipment().isPowerShardEquipped())
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				if(!player.getEquipment().isPowerShardEquipped())
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				{
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				{
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					PacketSendUtility.sendPacket(player, SM_SYSTEM_MESSAGE.NO_POWER_SHARD_EQUIPPED());
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					PacketSendUtility.sendPacket(player, SM_SYSTEM_MESSAGE.NO_POWER_SHARD_EQUIPPED());
...
...
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				PacketSendUtility.sendPacket(player, SM_SYSTEM_MESSAGE.ACTIVATE_THE_POWER_SHARD());
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				PacketSendUtility.sendPacket(player, SM_SYSTEM_MESSAGE.ACTIVATE_THE_POWER_SHARD());
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				player.setState(CreatureState.POWERSHARD);
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				player.setState(CreatureState.POWERSHARD);
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				break;
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				break;
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			case 32:
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			case 35:
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				PacketSendUtility.sendPacket(player, SM_SYSTEM_MESSAGE.DEACTIVATE_THE_POWER_SHARD());
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				PacketSendUtility.sendPacket(player, SM_SYSTEM_MESSAGE.DEACTIVATE_THE_POWER_SHARD());
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				player.unsetState(CreatureState.POWERSHARD);
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				player.unsetState(CreatureState.POWERSHARD);
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				break;
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				break;