I've noticed this as well, it seems Barbarians spawn with a chain chest texture and a plate helmet texture, I'm sure there are others, but this is just something I saw when I was messing around on a server for a couple of minutes last night.
EDIT: It seems in bot.cpp the texture is set on spawn to 0xFF, I'm not sure why it would give the appearance of chain and plate though:
Code:
void Bot::Spawn(Client* botCharacterOwner, std::string* errorMessage) {
if(GetBotID() > 0 && _botOwnerCharacterID > 0 && botCharacterOwner && botCharacterOwner->CharacterID() == _botOwnerCharacterID) {
// Rename the bot name to make sure that Mob::GetName() matches Mob::GetCleanName() so we dont have a bot named "Jesuschrist001"
strcpy(name, GetCleanName());
// Get the zone id this bot spawned in
_lastZoneId = GetZoneID();
this->helmtexture = 0xFF;
this->texture = 0xFF;
Also the same thing in the bot commands in bot.cpp:
Code:
if(!strcasecmp(sep->arg[1], "haircolor") || !strcasecmp(sep->arg[1], "hair") || !strcasecmp(sep->arg[1], "beard") || !strcasecmp(sep->arg[1], "beardcolor") || !strcasecmp(sep->arg[1], "face")
|| !strcasecmp(sep->arg[1], "eyes") || !strcasecmp(sep->arg[1], "heritage") || !strcasecmp(sep->arg[1], "tattoo") || !strcasecmp(sep->arg[1], "details")) {
if(c->GetTarget() && c->GetTarget()->IsBot()) {
if (sep->IsNumber(2)) {
if (c->GetTarget()->CastToBot()->GetBotOwnerCharacterID() == c->CharacterID()) {
Bot *target = c->GetTarget()->CastToBot();
uint16 Race = target->GetRace();
uint8 Gender = target->GetGender();
uint8 Texture = 0xFF;
uint8 HelmTexture = 0xFF;