var size, type, alignment, bufferSize, result, playerState; if instance_exists(oCharacter) playerState = oCharacter.state else playerState = 0 buffer_delete(buffer) size = 1024 type = buffer_grow alignment = 1 buffer = buffer_create(size, type, alignment) buffer_seek(buffer, buffer_seek_start, 0) buffer_write(buffer, buffer_u8, 101) buffer_write(buffer, buffer_u8, global.clientID) buffer_write(buffer, buffer_s16, room) buffer_write(buffer, buffer_s16, posX) buffer_write(buffer, buffer_s16, posY) buffer_write(buffer, buffer_u8, global.sax) buffer_write(buffer, buffer_u8, global.spectator) buffer_write(buffer, buffer_u8, playerState) bufferSize = buffer_tell(buffer) buffer_seek(buffer, buffer_seek_start, 0) buffer_write(buffer, buffer_s32, bufferSize) buffer_write(buffer, buffer_u8, 101) buffer_write(buffer, buffer_u8, global.clientID) buffer_write(buffer, buffer_s16, room) buffer_write(buffer, buffer_s16, posX) buffer_write(buffer, buffer_s16, posY) buffer_write(buffer, buffer_u8, global.sax) buffer_write(buffer, buffer_u8, global.spectator) buffer_write(buffer, buffer_u8, playerState) result = network_send_packet(socket, buffer, buffer_tell(buffer)) alarm[11] = 20