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  #15  
Old 05-12-2009, 09:25 AM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
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I'm glad to see that BeardColor gets applied to the face-based facial hair as well as the beard field mesh facial hair.

I dinked around a little with player appearance as well, but found that I had to modify some things. SoF's FaceChange_Struct is 24 bytes now instead of 7, assumedly to account for Tattoo, DrakkinFaceSpikes, and possibly DrakkinHeritage (though that's read-only in face changes). The rest must be reserved space.

I also noticed a block in Client::Handle_OP_FaceChange (or whatever it was called) that did something similar to the 0xFF problem above, except this time it's changing zero values to 99. That'll have to be taken out to properly handle face changes as well.

Then it's just a matter of making sure things are applied in PlayerProfile properly.
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