InfamousNoone's code has this ... SendRangePacket.Add(Attacker.Entity, Constants.ViewDistance, 0, big, null);Quote:
Indeed
WHAT FOR!?
I have another variable byte TransformationMesh = 0;
and my Mesh def is:
uint Mesh
{
get{
return (uint)(TransformationMesh * 10000000 + Avatar * 10000 + Body);
}
}
after someone transforms, you set the TransformationMesh to what he transformed to and send the mesh update packet
when someone comes in his screen or whatever he will automatically see the right appearance of that player
when someone's transformation's time passes just set TransfomationMesh = 0 and send the mesh update packet...
NOTHING MORE TO ADD FOR THIS THING.
About HP.
Look at InfamousNoone's code. He sends the MaxHP and HP after someone transformed.
FYI
BigUpdatePacket = Status Packet
HP id = 0
MaxHP id = 1
which will actually send the transformation packet to the client. without it the transformation will occur only in the server... but nothing happen in the client.
meaning the code on red line will simply took effect only when you send it on the client. That is the thing that i made on my CastEffect.cs sending the transformation packet of a particular player to the world in each second for it to be viewable by them... so I think there's nothing wrong with my release.
I believe, The only thing that i missed to include in this released was the damage and defense functionality of each disguise skill