
Originally Posted by
Receiver
Could you try fixing where when you follow a user it doesn't need a password and your welcome for telling you that it worked.
Cheers!
Hey bro didn't test it tell if it work
find:
Code:
internal void FollowBuddy()
replace the void with:
Code:
internal void FollowBuddy()
{
uint BuddyId = Request.PopWiredUInt();
GameClient Client = SilverwaveEnvironment.GetGame().GetClientManager().GetClientByUserID(BuddyId);
if (Session == null || Session.GetHabbo() == null || Session.GetHabbo().GetMessenger() == null)
{
return;
}
if (Client == null || Client.GetHabbo() == null || !Client.GetHabbo().InRoom)
{
Session.GetHabbo().GetMessenger().UpdateFriend(Client.GetHabbo().Id, Client, true);
return;
}
Room Room = SilverwaveEnvironment.GetGame().GetRoomManager().GetRoom(Client.GetHabbo().CurrentRoomId);
if (Room == null)
{
return;
}
if (!Client.GetHabbo().InRoom)
{
Session.SendNotif("This user is not in a room!");
Session.GetHabbo().GetMessenger().UpdateFriend(Client.GetHabbo().Id, Client, true);
return;
}
else if (Session.GetHabbo().CurrentRoom != null && Client.GetHabbo().CurrentRoom != null)
{
if (Session.GetHabbo().CurrentRoom.RoomId == Client.GetHabbo().CurrentRoom.RoomId)
{
return;
}
}
uint Id = Room.RoomId;
string Password = "";
RoomData Data = SilverwaveEnvironment.GetGame().GetRoomManager().GenerateRoomData(Id);
if (Data == null)
return;
Session.SendMessage(new RoomForwardComposer(false, Client.GetHabbo().CurrentRoomId));
Room.RoomData.SerializeRoomData(GetResponse(), (Session.GetHabbo().CurrentRoom == null), Session, false);
PrepareRoomForUser(Client.GetHabbo().CurrentRoomId, Password);
}
Bye.