using ACE.Entity; namespace ACE.Server.Network.GameMessages.Messages { public class GameMessagePlayerKilled : GameMessage { public GameMessagePlayerKilled(string deathMessage, ObjectGuid victimId, ObjectGuid killerId) : base(GameMessageOpcode.PlayerKilled, GameMessageGroup.UIQueue, 144) // 144 is the max seen in retail pcaps { // player broadcasts when they die, including to self Writer.WriteString16L(deathMessage); Writer.WriteGuid(victimId); Writer.WriteGuid(killerId); } } }