- void CNameBox::DrawAvatarName( float x, float y, float z, CObjCHAR* pCharOBJ, bool bTargeted )
- {
- DWORD dwColor = g_dwWHITE;
- const char* pName = pCharOBJ->Get_NAME();
- if( g_GameDATA.m_iPvPState )/// PVP Mode, then ..
- {
- if( CUserInputState::IsEnemy( (CObjAVT*)pCharOBJ ) )/// If the team determines not me .. Avatar
- dwColor = g_dwRED;
- }
- if( pName && strlen( pName ) > 3 )
- {
- if( pName[ 0 ] == '[' && pName[ 1 ] == 'G' && pName[ 2 ] == 'M' && pName[3 ] == ']' )
- {
- dwColor = g_dwBLUE;
- }
- if( pName[ 0 ] == '[' && pName[ 1 ] == 'T' && pName[ 2 ] == 'M' && pName[3 ] == ']' )
- {
- dwColor = g_dwBLUE;
- }
- }
Soo I spotted this(Client - Interface - CNameBox.cpp - Line 360):
Now my theory is that if you were is add more IF's (for example):
- if( pName[ 0 ] == '[' && pName[ 1 ] == 'P' && pName[ 2 ] == 'Y' && pName[3 ] == ']' )
- {
- dwColor = g_dwPURPLE;
- }
Now if you add [PY] to your name, then you will have a violet name tag.
Also take note of the "pName[ 0 ]" since the [ 0 ] value seems to be increasing with each condition(for example):
'[' would be 'pName[ 0 ]' since it is the FIRST condition in that line "theoretically"
'P' would be pName[ 1 ] since it is the Second condition in that line.
Please note that this is amature work and I could be wrong, but incase you want to test this theory; here you go .