Accessories Wearing Problem

08/31/2011 16:54 HerpDerpNigga#1
I have a problem with my accessories in my source.
So, I am wearing the accessories on my main char (the one I am using),but I don't see them,I only see them at my status,but if I log in with another char, I can see them clearly in my others char hands...some screenshots:
P.S: the offsets are the right offsets, accessories are coded...

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08/31/2011 16:57 pro4never#2
For god sake... this has been brought up a million times now...

For them to show on YOURSELF you MUST be using the correct values in your 1009 packet (that displays gears on yourself)

For them to show on OTHERS you MUST be using the correct values in your 10014 packet (spawn entity packet)

The fact they are not displaying on yourself proves they are NOT coded or using the correct offsets in the correct packets. There is simply no if's and's or but's about it.
08/31/2011 16:58 avadakedra#3
wrong offests update them
08/31/2011 17:07 BaussHacker#4
Quote:
Originally Posted by pro4never View Post
For god sake... this has been brought up a million times now...

For them to show on YOURSELF you MUST be using the correct values in your 1009 packet (that displays gears on yourself)

For them to show on OTHERS you MUST be using the correct values in your 10014 packet (spawn entity packet)

The fact they are not displaying on yourself proves they are NOT coded or using the correct offsets in the correct packets. There is simply no if's and's or but's about it.
Lol was going to post this.

If it's coded right, then it would work. Common sense.
08/31/2011 17:23 F i n c h i#5
Quote:
Originally Posted by BaussHacker View Post
Lol was going to post this.

If it's coded right, then it would work. Common sense.
He have no clue if its coded right or not lmao.
08/31/2011 18:25 HerpDerpNigga#6
so are my codes right?

this is what i have in:

EntityEquipment.cs
Code:
case ConquerItem.RightWeaponAccessory:
                        if (this.RHand != 0)
                            if (Item.ID == BitConverter.ToUInt32(client.Entity.SpawnPacket, 54))
                                AccessoryOne = Item.UID;

                        break;
case ConquerItem.LeftWeaponAccessory:
                        if (this.LHand != 0)
                            if (Item.ID == BitConverter.ToUInt32(client.Entity.SpawnPacket, 50))
                                AccessoryTwo = Item.UID;
                        break;

public uint AccessoryOne
        {
            get { return BitConverter.ToUInt32(Buffer, 68); }
            set { WriteUInt32(value, 68, Buffer); }
        }

        public uint AccessoryTwo
        {
            get { return BitConverter.ToUInt32(Buffer, 72); }
            set { WriteUInt32(value, 72, Buffer); }
        }
Equipment.cs
Code:
public void UpdateItemview(Interfaces.IConquerItem item)
        {
            switch ((ushort)item.Position)
            {
                case Network.GamePackets.ConquerItem.Head:
                    if (item.Purification.Available)
                        Network.Writer.WriteUInt32(item.Purification.PurificationItemID, 182 , Owner.Entity.SpawnPacket);
                    //else
                        Network.Writer.WriteUInt32(item.ID, 40, Owner.Entity.SpawnPacket);
                        Network.Writer.WriteUInt16((byte)item.Color, 109, Owner.Entity.SpawnPacket);
                    break;
                case Network.GamePackets.ConquerItem.Garment:
                    Network.Writer.WriteUInt32(item.ID, 44, Owner.Entity.SpawnPacket);
                    break;
                case Network.GamePackets.ConquerItem.Armor:
                    if (item.Purification.Available)
                        Network.Writer.WriteUInt32(item.Purification.PurificationItemID, 186 , Owner.Entity.SpawnPacket);
                   // else
                        Network.Writer.WriteUInt32(item.ID, 48, Owner.Entity.SpawnPacket);
                    Network.Writer.WriteUInt16((byte)item.Color, 123, Owner.Entity.SpawnPacket);
                    break;
                case Network.GamePackets.ConquerItem.RightWeapon:
                    if (!Free(Network.GamePackets.ConquerItem.RightWeaponAccessory))
                    {
                    
                        var Item = TryGetItem(Network.GamePackets.ConquerItem.RightWeaponAccessory);
                        //2-Handed accessories
                        if (Item.ID >= 350001 && Item.ID <= 350020)
                        {
                            if (Network.PacketHandler.IsTwoHand(item.ID))
                            {
                                if (item.Purification.Available)
                                    Network.Writer.WriteUInt32(item.Purification.PurificationItemID, 194, Owner.Entity.SpawnPacket);
                               // else
                                  Network.Writer.WriteUInt32(Item.ID, 56, Owner.Entity.SpawnPacket);
                                break;
                            }
                        }
                        //1-Handed accessories
                        if (Item.ID >= 360001 && Item.ID <= 360040)
                        {
                            if (!Network.PacketHandler.IsTwoHand(item.ID))
                            {
                                if (item.Purification.Available)
                                    Network.Writer.WriteUInt32(item.Purification.PurificationItemID, 194, Owner.Entity.SpawnPacket);
                                //else
                                Network.Writer.WriteUInt32(Item.ID, 56, Owner.Entity.SpawnPacket);
                                break;
                            }
                        }
                        //Bow accessories
                        if (Item.ID >= 370001 && Item.ID <= 370015)
                        {
                            if (item.ID / 1000 == 500)
                            {
                                if (item.Purification.Available)
                                    Network.Writer.WriteUInt32(item.Purification.PurificationItemID, 194, Owner.Entity.SpawnPacket);
                                //else
                                Network.Writer.WriteUInt32(Item.ID, 56, Owner.Entity.SpawnPacket);
                                break;
                            }
                        }
                    }  if (item.Purification.Available)
                        Network.Writer.WriteUInt32(item.Purification.PurificationItemID, 194, Owner.Entity.SpawnPacket);
                   // else
                    Network.Writer.WriteUInt32(item.ID, 56, Owner.Entity.SpawnPacket);
                    break;
                case Network.GamePackets.ConquerItem.RightWeaponAccessory:
                    if (!Free(Network.GamePackets.ConquerItem.RightWeapon))
                    {
                        var Item = TryGetItem(Network.GamePackets.ConquerItem.RightWeapon);
                        //2-Handed accessories
                        if (item.ID >= 350001 && item.ID <= 350020)
                        {
                            if (Network.PacketHandler.IsTwoHand(Item.ID))
                            {
                               Network.Writer.WriteUInt32(0, 194, Owner.Entity.SpawnPacket);
                                Network.Writer.WriteUInt32(item.ID, 56, Owner.Entity.SpawnPacket);
                                break;
                            }
                        }
                        //1-Handed accessories
                        if (item.ID >= 360001 && item.ID <= 360040)
                        {
                            if (!Network.PacketHandler.IsTwoHand(Item.ID))
                            {
                                Network.Writer.WriteUInt32(0, 194, Owner.Entity.SpawnPacket);
                                Network.Writer.WriteUInt32(item.ID, 56, Owner.Entity.SpawnPacket);
                                break;
                            }
                        }
                        //Bow accessories
                        if (item.ID >= 370001 && item.ID <= 370015)
                        {
                            if (Item.ID / 1000 == 500)
                            {
                               Network.Writer.WriteUInt32(0, 194, Owner.Entity.SpawnPacket);
                                Network.Writer.WriteUInt32(item.ID, 56, Owner.Entity.SpawnPacket);
                                break;
                            }
                        }
                    }
                    break;
                case Network.GamePackets.ConquerItem.LeftWeapon:
                    Network.Writer.WriteUInt16((byte)item.Color, 107, Owner.Entity.SpawnPacket);//125
                   
                    if (!Free(Network.GamePackets.ConquerItem.LeftWeaponAccessory))
                    {
                    
                        var Item = TryGetItem(Network.GamePackets.ConquerItem.LeftWeaponAccessory);

                        //1-Handed accessories
                        if (Item.ID >= 360001 && Item.ID <= 360040 && item.ID / 1000 != 900)
                        {
                            if (!Network.PacketHandler.IsTwoHand(item.ID))
                            {
                                if (item.Purification.Available)
                                    Network.Writer.WriteUInt32(item.Purification.PurificationItemID, 190, Owner.Entity.SpawnPacket);
                             //   else
                                Network.Writer.WriteUInt32(Item.ID, 52, Owner.Entity.SpawnPacket);
                                break;
                            }
                        }
                        //Shield accessories
                        if (Item.ID >= 380001 && Item.ID <= 380015)
                        {
                            if (item.ID / 1000 == 900)
                            {
                                if (item.Purification.Available)
                                    Network.Writer.WriteUInt32(item.Purification.PurificationItemID, 190, Owner.Entity.SpawnPacket);
                               // else
                                Network.Writer.WriteUInt32(Item.ID, 52, Owner.Entity.SpawnPacket);
                                break;
                            }
                        }
                    } if (item.Purification.Available)
                        Network.Writer.WriteUInt32(item.Purification.PurificationItemID, 190, Owner.Entity.SpawnPacket);
                    //else
                    Network.Writer.WriteUInt32(item.ID, 52, Owner.Entity.SpawnPacket);
                    break;
                case Network.GamePackets.ConquerItem.LeftWeaponAccessory:
                    if (!Free(Network.GamePackets.ConquerItem.LeftWeapon))
                    {
                        var Item = TryGetItem(Network.GamePackets.ConquerItem.LeftWeapon);

                        //1-Handed accessories
                        if (item.ID >= 360001 && item.ID <= 360040)
                        {
                            if (!Network.PacketHandler.IsTwoHand(Item.ID))
                            {
                                Network.Writer.WriteUInt32(0, 190, Owner.Entity.SpawnPacket);
                                Network.Writer.WriteUInt32(item.ID, 52, Owner.Entity.SpawnPacket);
                                break;
                            }
                        }
                        //Shield accessories
                        if (item.ID >= 380001 && item.ID <= 380015)
                        {
                            if (Item.ID / 1000 == 900)
                            {
                                Network.Writer.WriteUInt32(0, 190, Owner.Entity.SpawnPacket);
                                Network.Writer.WriteUInt32(item.ID, 52, Owner.Entity.SpawnPacket);
                                break;
                            }
                        }
                    }
                    break;
                case Network.GamePackets.ConquerItem.Steed:
                    Network.Writer.WriteUInt32(item.ID, 68, Owner.Entity.SpawnPacket);
                    Network.Writer.WriteUInt16((byte)item.Plus, 133, Owner.Entity.SpawnPacket);
                    Network.Writer.WriteUInt32(item.SocketProgress, 139, Owner.Entity.SpawnPacket);
                    break;
                case Network.GamePackets.ConquerItem.SteedMount:
                    {
                        Network.Writer.WriteUInt32(item.ID, 72, Owner.Entity.SpawnPacket);
                        break;
                    }
                case Network.GamePackets.ConquerItem.RidingCrop:
                    {
                        Owner.Entity.RidingCropID = item.ID;
                        break;
                    }
            }
        }
ConquerItem.cs
Code:
RightWeaponAccessory = 15,
               LeftWeaponAccessory = 16,
PacketHandler.cs
Code:
if (ID >= 350001 && ID <= 370015)
                return ConquerItem.RightWeaponAccessory;
            if (ID >= 380001 && ID <= 380015)
                return ConquerItem.LeftWeaponAccessory;
08/31/2011 18:55 Spirited#7
Quote:
Originally Posted by BaussHacker View Post
Lol was going to post this.

If it's coded right, then it would work. Common sense.
There is no such thing as common sense anymore.
08/31/2011 19:01 HerpDerpNigga#8
can someone tell me whats wrong with my codes, cause i think they are right...
08/31/2011 23:10 F i n c h i#9
Quote:
Originally Posted by HerpDerpNigga View Post
can someone tell me whats wrong with my codes, cause i think they are right...
What the hell is so hard to search for the right offsets that shows your accessories, for fucking sakes.
Put the following offsets in Equipment.cs or w/e your class is called, at right weapon accessory offset try to put 54 and at left weapon accessory offset put 50.
08/31/2011 23:53 HerpDerpNigga#10
Quote:
Originally Posted by F i n c h i View Post
What the hell is so hard to search for the right offsets that shows your accessories, for fucking sakes.
Put the following offsets in Equipment.cs or w/e your class is called, at right weapon accessory offset try to put 54 and at left weapon accessory offset put 50.
thanksssss it worked thank you very much man



EDIT: Hey I made the accessories show on my own character, I modified the offsets in Equipment.cs, but now others can't see my accessories nor weapons, just the hands.
Can someone tell me where should I modify the offsets so others can see them too, I mean in what .cs file, thank you.