The packet handler for sP_FE2CL_REP_EP_RACE_START_FAIL contains the following code:
case 822083749u:
GameFrameEpContainer.DeactivateRings(myuser.position);
ReceivePacketToMode(myEvent);
if (csSocketData2.GetStructT<sP_FE2CL_REP_EP_RACE_START_FAIL>(0).iErrorCode == 8)
{
cnSystemMessageManager.SendSystemMessageBox(base.gameObject, 150, "", "", null);
}
return;
'm_szString' in m_pMessageTable['m_pMessageData'] is SORRY!\nYou cannot start a race when in a group.
This pretty much confirms the behavior should be implemented, but I'd like to see if someone could find this in action in an old video just to be sure.
The packet handler for sP_FE2CL_REP_EP_RACE_START_FAIL contains the following code:
'm_szString' in m_pMessageTable['m_pMessageData'] is
SORRY!\nYou cannot start a race when in a group.This pretty much confirms the behavior should be implemented, but I'd like to see if someone could find this in action in an old video just to be sure.