Code:
for(byte i=0; i < 10; i++) SendPacket(General.MyPackets.RemoveItem((long)MyChar.Equips_UIDs[i], i, 6));
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;
}
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....






