using ACE.Server.WorldObjects; namespace ACE.Server.Network.GameEvent.Events { public class GameEventFellowshipDismiss : GameEventMessage { public GameEventFellowshipDismiss(Session session, Player dismissedPlayer) : base(GameEventType.FellowshipDismiss, GameMessageGroup.UIQueue, session, 8) { // can be both S2C and C2S? Writer.Write(dismissedPlayer.Guid.Full); } } }