[Request] thats right [b]I[/b] have a request

09/24/2008 13:15 Rechocto#1
How would I go about removing an item from a character's model without removing it from the inventory?
Code:
for(byte i=0; i < 10; i++)
   SendPacket(General.MyPackets.RemoveItem((long)MyChar.Equips_UIDs[i], i, 6));
this removes them from the char and from their inventory screen... , the RemoveItem packet is as follows:

Code:
        public byte[] RemoveItem(long UID, byte pos, byte type)
        {
            ushort PacketType = 1009;
            byte[] Packet = new byte[20];

            fixed (byte* p = Packet)
            {
                *((ushort*)p) = (ushort)Packet.Length;
                *((ushort*)(p + 2)) = (ushort)PacketType;
                *((uint*)(p + 4)) = (uint)UID;
                *((uint*)(p + 8)) = (uint)pos;
                *((uint*)(p + 12)) = (uint)type;
            }

            return Packet;
        }
anyone have a clue?



in SpawnEntity() I tried:

Code:
                if (Player.Alive && Player.Transformed == false)
                {
                    *((uint*)(p + 28)) = (uint)HeadId;
                    *((uint*)(p + 32)) = (uint)ToArmor;
                    *((uint*)(p + 36)) = (uint)RightHandId;
                    *((uint*)(p + 40)) = (uint)LeftHandId;
                }
                else if(Player.Alive)
                {
                    *((uint*)(p + 28)) = 0;
                    *((uint*)(p + 32)) = 0;
                    *((uint*)(p + 36)) = 0;
                    *((uint*)(p + 40)) = 0;
                }

but it did not work


OKAY -so... I got it working, kind of -- you transform for everyone else and it works, but you do not transform on your own screen (XD).... sigh... *keeps looking*

So I update spawn (with editted spawnentity), then spawnmetoothers, and DON'T send my new model in a packet... then it works great in disguising myself so other people see what I want them to see. Sending my model, then I have the new model, but my displayed equips appear under me, and I cannot move....