using System.Collections.Generic; using ACE.Entity.Enum; using ACE.Server.Entity; using ACE.Server.Network.Structure; namespace ACE.Server.Network.GameEvent.Events { public class GameEventSalvageOperationsResult : GameEventMessage { public GameEventSalvageOperationsResult(Session session, Skill skill, List messages) : base(GameEventType.SalvageOperationsResult, GameMessageGroup.UIQueue, session, 40) // 40 is the max seen in retail pcaps { Writer.Write((uint)skill); Writer.Write(0); // not salvagable item guid list? Writer.Write(messages.Count); foreach (var message in messages) Writer.Write(new SalvageResult(message)); Writer.Write(skill == Skill.Salvaging ? session.Player.AugmentationBonusSalvage * 25 : 0); } } }