Removing Name & Guild Tags menu

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  1. #1
    Ulec's Avatar Member
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    Removing Name & Guild Tags

    Greetings,

    I would like to know which file within the core contains the code for displaying player name and guild tags. My intention is to hide them both, which I have already done on the who list.

    Bear in mind that any client-side modification to lock in hiding player and NPC names and then removing the option from the interface menu, or essentially creating a spell which functions the same as stealth bar the animation and the invisibility whereas the name tags remain hidden which is then taught as a passive to every character upon creation and every NPC on the server are also possibilities worth considering should you deem those alternatives to be easier to work on.

    Let me know if you would like to have further elaboration on the matter.

    Regards,

    Removing Name & Guild Tags
  2. #2
    stoneharry's Avatar Moderator Harry

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  3. #3
    Dynashock's Avatar Contributor

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    The name is sent in QueryHandler.cpp (assuming you are using a branch of TrinityCore and its structure has remained the same):
    Code:
    void WorldSession::SendNameQueryOpcode(uint64 guid)
    {
        Player* player = ObjectAccessor::FindPlayer(guid);
        CharacterNameData const* nameData = sWorld->GetCharacterNameData(GUID_LOPART(guid));
    
    
        WorldPacket data(SMSG_NAME_QUERY_RESPONSE, (8+1+1+1+1+1+10));
        data.appendPackGUID(guid);
        if (!nameData)
        {
            data << uint8(1);                           // name unknown
            SendPacket(&data);
            return;
        }
    
    
        data << uint8(0);                               // name known
        data << nameData->m_name;                       // played name
        data << uint8(0);                               // realm name - only set for cross realm interaction (such as Battlegrounds)
        data << uint8(nameData->m_race);
        data << uint8(nameData->m_gender);
        data << uint8(nameData->m_class);
    
    
        if (DeclinedName const* names = (player ? player->GetDeclinedNames() : NULL))
        {
            data << uint8(1);                           // Name is declined
            for (uint8 i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
                data << names->name[i];
        }
        else
            data << uint8(0);                           // Name is not declined
    
    
        SendPacket(&data);
    }
    You can send an empty string and the name will not show up. It does however introduce some issues with addons and such.

    To prevent the guild name from showing up, you simply have to trick the client into thinking the person is without a guild. That is, sending 0 instead of the guild id. I do not recall where this happens, though.
    Ignorance is bliss.

  4. #4
    Ulec's Avatar Member
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    Oh hey Dyna, long time no see. Glad to hear from you.

    I will certainly look into that and fiddle around it a bit bearing in mind what Harry has suggested in a more general sense, thanks

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