Hmmm, Ok well ive updated all equipment Offsets but still the issue regarding hair not showing persists, Can someone check this to confirm i have done them all correct.
Code:
public void UpdateItemview(IConquerItem item)
{
switch ((ushort)item.Position)
{
case ConquerItem.Head:
{
if (item.Purification.Available)
{
Network.Writer.WriteUInt32(0, 194, Owner.Entity.SpawnPacket);
}
Writer.WriteUInt32(item.ID, 44, Owner.Entity.SpawnPacket);
Writer.WriteUInt16((byte)item.Color, 139, Owner.Entity.SpawnPacket);
break;
}
case ConquerItem.Garment:
{
Writer.WriteUInt32(item.ID, 48, Owner.Entity.SpawnPacket);
break;
}
case ConquerItem.Armor:
{
if (item.Purification.Available)
{
Writer.WriteUInt32(item.Purification.PurificationItemID, 200, Owner.Entity.SpawnPacket);
}
Writer.WriteUInt32(item.ID, 52, Owner.Entity.SpawnPacket);
Writer.WriteUInt16((byte)item.Color, 137, Owner.Entity.SpawnPacket);
break;
}
case ConquerItem.RightWeapon:
{
if (item.Purification.Available)
{
Writer.WriteUInt32(item.Purification.PurificationItemID, 208, Owner.Entity.SpawnPacket);
}
Writer.WriteUInt32(item.ID, 60, Owner.Entity.SpawnPacket);
break;
}
case ConquerItem.LeftWeapon:
{
if (item.Purification.Available)
{
Writer.WriteUInt32(item.Purification.PurificationItemID, 204, Owner.Entity.SpawnPacket);
}
Writer.WriteUInt32(item.ID, 56, Owner.Entity.SpawnPacket);
Writer.WriteUInt16((byte)item.Color, 137, Owner.Entity.SpawnPacket);
break;
}
case ConquerItem.RightWeaponAccessory:
{
Writer.WriteUInt32(item.ID, 68, Owner.Entity.SpawnPacket);
break;
}
case ConquerItem.LeftWeaponAccessory:
{
Writer.WriteUInt32(item.ID, 64, Owner.Entity.SpawnPacket);
break;
}
case ConquerItem.Steed:
{
Writer.WriteUInt32(item.ID, 72, Owner.Entity.SpawnPacket);
Writer.WriteUInt16((byte)item.Plus, 147, Owner.Entity.SpawnPacket);
Writer.WriteUInt32(item.SocketProgress, 153, Owner.Entity.SpawnPacket);
break;
}
case ConquerItem.SteedArmor:
{
Writer.WriteUInt32(item.ID, 76, Owner.Entity.SpawnPacket);
break;
}
case ConquerItem.SteedTalisman:
{
Owner.Entity.RidingCropID = item.ID;
break;
}
}
}