.
And that changes the mesh, allows movement, the equipment appears when they check their equipment and pretty much does the whole 'transformation'.Quote:
case "@test":
{
const uint mobHitpoints = 50000;
Client.Entity.OverlappingMesh = 214; // mob-mesh
Client.Entity.Hitpoints = (int)((Client.Entity.Hitpoints / Client.Entity.MaxHitpoints) * mobHitpoints);
Client.Entity.MaxHitpoints = (int)mobHitpoints;
BigUpdatePacket update = new BigUpdatePacket(3);
update.UID = Client.AuthId;
update[0] = new BigUpdatePacket.Data(UpdateID.Mesh, Client.Entity.Data.Model);
update[1] = new BigUpdatePacket.Data(UpdateID.Hitpoints, (uint)Client.Entity.Hitpoints);
update[2] = new BigUpdatePacket.Data(UpdateID.MaxHitpoints, (uint)Client.Entity.MaxHitpoints);
Client.Send(update);
break;
}