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https://github.com/mangosfour/server.git
synced 2025-12-14 16:37:01 +00:00
Implemented character customize future.
Not tested, but should work...
This commit is contained in:
parent
db64bf6b80
commit
0f7077546f
11 changed files with 229 additions and 72 deletions
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@ -914,7 +914,7 @@ void WorldSession::HandleToggleCloakOpcode( WorldPacket & /*recv_data*/ )
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void WorldSession::HandleChangePlayerNameOpcode(WorldPacket& recv_data)
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{
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CHECK_PACKET_SIZE(recv_data,8+1);
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CHECK_PACKET_SIZE(recv_data, 8+1);
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uint64 guid;
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std::string newname;
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@ -929,21 +929,20 @@ void WorldSession::HandleChangePlayerNameOpcode(WorldPacket& recv_data)
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if (!result)
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{
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WorldPacket data(SMSG_CHAR_RENAME, 1);
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data << (uint8)CHAR_CREATE_ERROR;
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data << uint8(CHAR_CREATE_ERROR);
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SendPacket( &data );
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return;
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}
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uint32 at_loginFlags;
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Field *fields = result->Fetch();
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at_loginFlags = fields[0].GetUInt32();
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uint32 at_loginFlags = fields[0].GetUInt32();
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oldname = fields[1].GetCppString();
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delete result;
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if (!(at_loginFlags & AT_LOGIN_RENAME))
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{
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WorldPacket data(SMSG_CHAR_RENAME, 1);
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data << (uint8)CHAR_CREATE_ERROR;
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data << uint8(CHAR_CREATE_ERROR);
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SendPacket( &data );
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return;
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}
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@ -952,7 +951,7 @@ void WorldSession::HandleChangePlayerNameOpcode(WorldPacket& recv_data)
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if(!normalizePlayerName(newname))
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{
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WorldPacket data(SMSG_CHAR_RENAME, 1);
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data << (uint8)CHAR_NAME_NO_NAME;
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data << uint8(CHAR_NAME_NO_NAME);
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SendPacket( &data );
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return;
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}
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@ -960,7 +959,7 @@ void WorldSession::HandleChangePlayerNameOpcode(WorldPacket& recv_data)
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if(!ObjectMgr::IsValidName(newname,true))
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{
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WorldPacket data(SMSG_CHAR_RENAME, 1);
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data << (uint8)CHAR_NAME_INVALID_CHARACTER;
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data << uint8(CHAR_NAME_INVALID_CHARACTER);
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SendPacket( &data );
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return;
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}
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@ -969,7 +968,7 @@ void WorldSession::HandleChangePlayerNameOpcode(WorldPacket& recv_data)
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if(GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(newname))
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{
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WorldPacket data(SMSG_CHAR_RENAME, 1);
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data << (uint8)CHAR_NAME_RESERVED;
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data << uint8(CHAR_NAME_RESERVED);
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SendPacket( &data );
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return;
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}
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@ -977,7 +976,7 @@ void WorldSession::HandleChangePlayerNameOpcode(WorldPacket& recv_data)
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if(objmgr.GetPlayerGUIDByName(newname)) // character with this name already exist
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{
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WorldPacket data(SMSG_CHAR_RENAME, 1);
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data << (uint8)CHAR_CREATE_ERROR;
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data << uint8(CHAR_CREATE_NAME_IN_USE);
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SendPacket( &data );
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return;
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}
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@ -985,23 +984,21 @@ void WorldSession::HandleChangePlayerNameOpcode(WorldPacket& recv_data)
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if(newname == oldname) // checked by client
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{
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WorldPacket data(SMSG_CHAR_RENAME, 1);
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data << (uint8)CHAR_NAME_FAILURE;
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data << uint8(CHAR_NAME_FAILURE);
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SendPacket( &data );
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return;
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}
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// we have to check character at_login_flag & AT_LOGIN_RENAME also (fake packets hehe)
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CharacterDatabase.escape_string(newname);
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CharacterDatabase.PExecute("UPDATE characters set name = '%s', at_login = at_login & ~ %u WHERE guid ='%u'", newname.c_str(), uint32(AT_LOGIN_RENAME),GUID_LOPART(guid));
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CharacterDatabase.PExecute("UPDATE characters set name = '%s', at_login = at_login & ~ %u WHERE guid ='%u'", newname.c_str(), uint32(AT_LOGIN_RENAME), GUID_LOPART(guid));
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CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid ='%u'", GUID_LOPART(guid));
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std::string IP_str = GetRemoteAddress();
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sLog.outChar("Account: %d (IP: %s) Character:[%s] (guid:%u) Changed name to: %s",GetAccountId(),IP_str.c_str(),oldname.c_str(),GUID_LOPART(guid),newname.c_str());
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sLog.outChar("Account: %d (IP: %s) Character:[%s] (guid:%u) Changed name to: %s", GetAccountId(), IP_str.c_str(), oldname.c_str(), GUID_LOPART(guid), newname.c_str());
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WorldPacket data(SMSG_CHAR_RENAME,1+8+(newname.size()+1));
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data << (uint8)RESPONSE_SUCCESS;
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data << guid;
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data << uint8(RESPONSE_SUCCESS);
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data << uint64(guid);
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data << newname;
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SendPacket(&data);
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}
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@ -1167,3 +1164,94 @@ void WorldSession::HandleRemoveGlyph( WorldPacket & recv_data )
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}
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}
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}
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void WorldSession::HandleCharCustomize(WorldPacket& recv_data)
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{
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CHECK_PACKET_SIZE(recv_data, 8+1);
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uint64 guid;
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std::string newname;
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recv_data >> guid;
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recv_data >> newname;
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CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+1+1+1+1+1+1);
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uint8 gender, skin, face, hairStyle, hairColor, facialHair;
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recv_data >> gender >> skin >> face >> hairStyle >> hairColor >> facialHair;
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QueryResult *result = CharacterDatabase.PQuery("SELECT at_login FROM characters WHERE guid ='%u'", GUID_LOPART(guid));
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if (!result)
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{
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WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1);
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data << uint8(CHAR_CREATE_ERROR);
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SendPacket( &data );
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return;
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}
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Field *fields = result->Fetch();
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uint32 at_loginFlags = fields[0].GetUInt32();
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delete result;
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if (!(at_loginFlags & AT_LOGIN_CUSTOMIZE))
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{
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WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1);
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data << uint8(CHAR_CREATE_ERROR);
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SendPacket( &data );
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return;
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}
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// prevent character rename to invalid name
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if(!normalizePlayerName(newname))
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{
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WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1);
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data << uint8(CHAR_NAME_NO_NAME);
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SendPacket( &data );
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return;
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}
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if(!ObjectMgr::IsValidName(newname,true))
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{
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WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1);
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data << uint8(CHAR_NAME_INVALID_CHARACTER);
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SendPacket( &data );
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return;
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}
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// check name limitations
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if(GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(newname))
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{
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WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1);
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data << uint8(CHAR_NAME_RESERVED);
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SendPacket( &data );
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return;
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}
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if(objmgr.GetPlayerGUIDByName(newname)) // character with this name already exist
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{
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WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1);
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data << uint8(CHAR_CREATE_NAME_IN_USE);
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SendPacket( &data );
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return;
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}
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CharacterDatabase.escape_string(newname);
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Player::Customize(guid, gender, skin, face, hairStyle, hairColor, facialHair);
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CharacterDatabase.PExecute("UPDATE characters set name = '%s', at_login = at_login & ~ %u WHERE guid ='%u'", newname.c_str(), uint32(AT_LOGIN_CUSTOMIZE), GUID_LOPART(guid));
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CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid ='%u'", GUID_LOPART(guid));
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std::string IP_str = GetRemoteAddress();
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sLog.outChar("Account: %d (IP: %s), Character guid: %u Customized to: %s", GetAccountId(), IP_str.c_str(), GUID_LOPART(guid), newname.c_str());
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WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1+8+(newname.size()+1)+6);
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data << uint8(RESPONSE_SUCCESS);
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data << uint64(guid);
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data << newname;
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data << uint8(gender);
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data << uint8(skin);
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data << uint8(face);
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data << uint8(hairStyle);
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data << uint8(hairColor);
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data << uint8(facialHair);
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SendPacket(&data);
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}
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