Thread: Hiding arms via client item looks 718

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  1. #11  
    Registered Member chucky009's Avatar
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    Quote Originally Posted by _Blank View Post
    There is no corruption, that is how it's supposed to be, Runescape doesn't have a old / new item look switch, that's why this glitch exists
    I dont got that issue, even when i switch i got a no-lagg spike switch.
    Show me your code where your switchitemlook is handled.
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  2. #12  
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    Quote Originally Posted by chucky009 View Post
    I dont got that issue, even when i switch i got a no-lagg spike switch.
    Show me your code where your switchitemlook is handled.
    lol... the problem is with the appearance block not the switch items look method, if you're using a 718+ you most likely do have this issue
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    Quote Originally Posted by _Blank View Post
    lol... the problem is with the appearance block not the switch items look method, if you're using a 718+ you most likely do have this issue
    I'd look at the defs to see if there's an opcode for hide/show arms. Other than that, I believe your only option is to write it out manually with the hidearms function that already exists + the appearance mode the player is on.
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    Quote Originally Posted by clem585 View Post
    I'd look at the defs to see if there's an opcode for hide/show arms. Other than that, I believe your only option is to write it out manually with the hidearms function that already exists + the appearance mode the player is on.
    Where would i find a method like that? I doubt runescape ever needed such a thing, and if there was an op code to define whether to hide or show arms, it wouldn't work, it shouldnt hide arms via the item itself, but the mode other players are on (refer back to op)
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  5. #15  
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    Quote Originally Posted by _Blank View Post
    Where would i find a method like that? I doubt runescape ever needed such a thing, and if there was an op code to define whether to hide or show arms, it wouldn't work, it shouldnt hide arms via the item itself, but the mode other players are on (refer back to op)
    What? You do realize items defs are in your cache for both revisions meaning if there was an opcode, you would just need to access the correct index based on the player's mode? If it's just model id, then pack them.

    And if there isn't an opcode, which there probably is (or maybe something in the appearance block you missed, that's another possibility), then jagex's only choice is to used the equivalent of an hidearms method which you will have to code based on the player mode and item id.

    EDIT: I guess you'd have to change your update appearance block to have both "modes" shown. For example:

    Code:
    byte sleevesMask = 0;//0 being show nothing, 3 being show everything
    if (!Equipment.hideArms(model, true))//boolean for olditemlooks
            sleevesMask += 2;
    if (!Equipment.hideArms(model, false))//boolean for olditemlooks
            sleevesMask += 1;
    stream.writeByte(sleevesMask);
    model = player.getEquipment().getChestId();
    if (model == -1)
    	stream.writeShort(0x100 + getSleevesModel()); //Shows the players sleeves//nulls the players sleeves, because the armour covers it
    Then in the client:

    Code:
    byte sleevesMask = stream.readByte();
    short sleevesId = stream.readShort();
    if (OLD_ITEMS_LOOKS)
         if  (sleevesMask & 0x2 != 0)
              sleevesId = 0;
    else
         if  (sleevesMask & 0x1 != 0)
              sleevesId = 0;
    As chucky said, new/old items never existed for Jagex so it's impossible they have a solution to this problem. You'll have to make additional fixes that Jagex didn't do.
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