GuildName in Party-Window

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Newbie Spellweaver
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Mar 22, 2008
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Does anyone has a clue how to get the Guild-Name displayed to if the Player isn't around?
Code:
		if( IsValidObj(pObjMember) )
		{
			// Level
			int nReb = pObjMember->m_nReb;
			if (m_nReb > 0) { strReb.Format( " (%d)", m_nReb); } else { strReb = ""; }
			if( pObjMember->GetJob() < MAX_LEGEND_HERO && pObjMember->GetJob() >= MAX_HERO )
				strTemp.Format( "%d-L%s", pObjMember->GetLevel(), strReb );
			else if( pObjMember->GetJob() < MAX_HERO && pObjMember->GetJob() >= MAX_MASTER )
				strTemp.Format( "%d-H%s", pObjMember->GetLevel(), strReb );
			else if( pObjMember->GetJob() < MAX_MASTER && pObjMember->GetJob() >= MAX_PROFESSIONAL )
				strTemp.Format( "%d-M%s", pObjMember->GetLevel(), strReb );
			else 
				strTemp.Format( "%d%s", pObjMember->GetLevel(), strReb );
			p2DRender->TextOut( 30, y, 1.0f, 1.0f, strTemp, dwColor );

			// Job
			p2DRender->TextOut( 100, y, 1.0f, 1.0f, pObjMember->GetJobString(), dwColor );

			// Name
			p2DRender->TextOut( 195, y, 1.0f, 1.0f, pObjMember->GetName(), dwColor );

			// Guild
			CGuild* pGuild = pObjMember->GetGuild();
			if( !pGuild ) { strGld = ""; } else { strGld = pObjMember->GetGuild()->m_szGuild; }
			p2DRender->TextOut( 360, y, 1.0f, 1.0f, strGld, dwColor );
		}
		else
		{
			// ToDo: Display Rebirth and Guild, if you are not nearby, sinc pObjMember crashes the client if the player isn't nearby.
			PlayerData* pPlayerData	= CPlayerDataCenter::GetInstance()->GetPlayerData( g_Party.m_aMember[i].m_uPlayerId );
			int nLevel	= pPlayerData->data.nLevel;
			int nJob	= pPlayerData->data.nJob;

			// Level
			//int nReb = pObjMember->m_nReb;
			//if (m_nReb > 0) { strReb.Format( " (%d)", m_nReb); } else { strReb = ""; }
			if( nJob < MAX_LEGEND_HERO && nJob >= MAX_HERO )
				strTemp.Format( "%d-L", nLevel );
			else if( nJob < MAX_HERO && nJob >= MAX_MASTER )
				strTemp.Format( "%d-H", nLevel );
			else if( nJob < MAX_MASTER && nJob >= MAX_PROFESSIONAL )
				strTemp.Format( "%d-M", nLevel );
			else 
				strTemp.Format( "%d", nLevel );
			p2DRender->TextOut( 30, y, 1.0f, 1.0f, strTemp, dwColor );

			// Job
			p2DRender->TextOut( 100, y, 1.0f, 1.0f, prj.m_aJob[nJob].szName, dwColor );

			// Name
			p2DRender->TextOut( 195, y, 1.0f, 1.0f, pPlayerData->szPlayer, dwColor );

			// Guild
			//CGuild* pGuild = pObjMember->GetGuild();
			//if( !pGuild ) { strGld = ""; } else { strGld = pObjMember->GetGuild()->m_szGuild; }
			//p2DRender->TextOut( 360, y, 1.0f, 1.0f, strGld, dwColor );
		}
		y+=15; // next line
 
the mover gets deleted when it is not in view then the information isn't stored anymore on the client. That is why for level and some other things, flyff uses.
``
Code:
PlayerData* pPlayerData	= CPlayerDataCenter::GetInstance()->GetPlayerData

So, in that case, just do something to keep that portion of the data on the user's client.
 
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