Fixes #2462 ## Summary Removes the per-object `VirtualHairInfo` heap wrapper for mobile/corpse hair. Hair is now stored **inline** on `Mobile` and `Corpse` as `int _hairItemId` / `int _hairHue` plus a lazily-allocated, **non-serialized** ephemeral `Serial _hairSerial` (in the high virtual-serial range) — and likewise for facial hair. The `VirtualHairInfo` class is deleted, with a **lossless** save migration. This delivers three things: 1. **Fixes a hair-removal bug.** `Delta(MobileDelta.Hair)` is deferred (it enqueues; `ProcessDeltaQueue` runs later in the tick). The old `HairItemID = 0` setter nulled `_hair` *immediately*, so by the time `ProcessDelta` built the remove packet the equipped virtual serial was already gone — the old `??=` code then re-materialized a **fresh** serial (≠ the equipped one), so clients never removed the right entity, and it left a phantom ItemId-0 object behind. The serial now lives on the entity and **persists across removal**, so remove packets carry the correct serial. 2. **Lightens the entity.** No heap hair object; bald mobiles allocate nothing (the serial is minted lazily only when hair is present). This was the original reason `HairItemID`/`HairHue` exist. 3. **Removes `VirtualHairInfo` entirely**, keeping the high-range virtual serial behavior. ## How - **Mobile** (manual serialization): inline `_hairItemId/_hairHue/_hairSerial` (+facial); lazy `HairSerial`/`FacialHairSerial`; `ProcessDelta` reads those. Serialization **v36 → v37** — the v30-v37 deserialize is unified, reading the legacy per-hair `VirtualHairInfo` version int only when `version < 37`. Setting item id to 0 clears the hue (matching the old object-nulling) while retaining the serial. - **Corpse** (codegen serialization): decomposed to `[SerializableField] int _hairItemId/_hairHue` (+facial) + ephemeral serial; **v16 → v17** with `MigrateFrom(V16Content)`. - **Lossless migration:** the loader validates exact byte length, and the old corpse hair is a presence-bool-gated block, so a tiny **migration-only** `LegacyHairInfo` reader (no runtime role) consumes the legacy `[bool][int ver][int itemId][int hue]` bytes. Frozen `Corpse.v14/v15/v16.json` are retyped to it; `v17.json` describes the new int fields. - All consumers updated to discrete accessors: `OutgoingMobilePackets`, `CorpsePackets`, corpse subclasses (`MilitiaFighterCorpse`, `SchmendrickApprenticeCorpse`), and the packet test mirrors. - `VirtualHair.cs` renamed to `OutgoingVirtualHairPackets.cs` (the only type left in it after `VirtualHairInfo` was removed). ## Test Plan - [x] Full solution build: **0 warnings, 0 errors** (`TreatWarningsAsErrors`). - [x] `Server.Tests`: **708 passed** (incl. new `RemoveHairUsesEquippedSerial` / `RemoveFacialHairUsesEquippedSerial` proving the serial survives removal + hue clears). - [x] `UOContent.Tests` corpse/hair: **6 passed** (incl. `CorpseHairMigrationTests` asserting the legacy hair bytes are consumed exactly — the loader's length invariant). - [x] Generated migration code inspected: V14/V15/V16 readers consume the legacy block byte-for-byte; serial never written to disk. ## Upgrade notes - Old Mobile (v30–v36) and Corpse (v13–v16) saves load losslessly. - Minor cosmetic-only change: `SchmendrickApprenticeCorpse` hair/facial-hair RNG draws shift order within each pair (same draw count); irrelevant for a quest NPC corpse.
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parent
978f314f0e
commit
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18 changed files with 525 additions and 210 deletions
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using System;
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using Server;
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using Server.Items;
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using Xunit;
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namespace UOContent.Tests;
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// Verifies the migration read type LegacyHairInfo consumes the exact legacy on-disk
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// VirtualHairInfo block the way the generated Corpse migration does:
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// [bool present] then, if present, [int version][int itemId][int hue].
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// Dropping/over-reading these bytes would trip the loader's exact-length validation,
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// so full consumption (no leftover bytes) is the load-bearing assertion.
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public class CorpseHairMigrationTests
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{
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private static byte[] WriteLegacyHairTail(bool present, int itemId, int hue)
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{
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var writer = new BufferWriter(true);
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writer.Write(present);
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if (present)
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{
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writer.Write(0); // legacy VirtualHairInfo serialization version
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writer.Write(itemId);
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writer.Write(hue);
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}
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var buffer = new byte[writer.Position];
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writer.Buffer.AsSpan(0, (int)writer.Position).CopyTo(buffer);
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return buffer;
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}
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[Theory]
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[InlineData(0x203B, 1102)]
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[InlineData(0x2049, 0)]
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public void LegacyHairTail_Present_RoundTrips(int itemId, int hue)
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{
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var buffer = WriteLegacyHairTail(true, itemId, hue);
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var reader = new BufferReader(buffer);
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Assert.True(reader.ReadBool());
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var hair = new LegacyHairInfo();
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hair.Deserialize(reader);
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Assert.Equal(itemId, hair.ItemId);
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Assert.Equal(hue, hair.Hue);
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// The entire block must be consumed - the loader validates exact byte length.
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Assert.Equal(buffer.Length, reader.Position);
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}
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[Fact]
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public void LegacyHairTail_Absent_ConsumesOnlyPresenceBool()
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{
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var buffer = WriteLegacyHairTail(false, 0, 0);
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var reader = new BufferReader(buffer);
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Assert.False(reader.ReadBool());
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// Absent case: nothing else to read, and the presence bool was the only byte.
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Assert.Equal(buffer.Length, reader.Position);
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}
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}
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@ -10,15 +10,13 @@ public sealed class CorpseEquip : Packet
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var list = beheld.EquipItems;
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var count = list.Count;
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var hair = beheld.Hair;
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var facialHair = beheld.FacialHair;
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if (hair != null)
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if (beheld.HairItemId > 0)
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{
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count++;
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}
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if (facialHair != null)
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if (beheld.FacialHairItemId > 0)
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{
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count++;
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}
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@ -38,16 +36,16 @@ public sealed class CorpseEquip : Packet
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}
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}
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if (hair?.ItemId > 0)
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if (beheld.HairItemId > 0)
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{
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Stream.Write((byte)(Layer.Hair + 1));
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Stream.Write(hair.VirtualSerial);
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Stream.Write(beheld.HairSerial);
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}
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if (facialHair?.ItemId > 0)
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if (beheld.FacialHairItemId > 0)
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{
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Stream.Write((byte)(Layer.FacialHair + 1));
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Stream.Write(facialHair.VirtualSerial);
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Stream.Write(beheld.FacialHairSerial);
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}
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Stream.Write((byte)Layer.Invalid);
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@ -61,15 +59,13 @@ public sealed class CorpseContent : Packet
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{
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var items = beheld.EquipItems;
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var count = items.Count;
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var hair = beheld.Hair;
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var facialHair = beheld.FacialHair;
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if (hair != null)
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if (beheld.HairItemId > 0)
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{
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count++;
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}
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if (facialHair != null)
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if (beheld.FacialHairItemId > 0)
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{
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count++;
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}
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@ -101,30 +97,30 @@ public sealed class CorpseContent : Packet
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}
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}
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if (hair?.ItemId > 0)
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if (beheld.HairItemId > 0)
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{
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Stream.Write(hair.VirtualSerial);
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Stream.Write((ushort)hair.ItemId);
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Stream.Write(beheld.HairSerial);
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Stream.Write((ushort)beheld.HairItemId);
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Stream.Write((byte)0); // signed, itemID offset
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Stream.Write((ushort)1);
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Stream.Write((short)0);
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Stream.Write((short)0);
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Stream.Write(beheld.Serial);
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Stream.Write((ushort)hair.Hue);
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Stream.Write((ushort)beheld.HairHue);
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++written;
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}
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if (facialHair?.ItemId > 0)
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if (beheld.FacialHairItemId > 0)
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{
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Stream.Write(facialHair.VirtualSerial);
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Stream.Write((ushort)facialHair.ItemId);
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Stream.Write(beheld.FacialHairSerial);
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Stream.Write((ushort)beheld.FacialHairItemId);
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Stream.Write((byte)0); // signed, itemID offset
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Stream.Write((ushort)1);
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Stream.Write((short)0);
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Stream.Write((short)0);
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Stream.Write(beheld.Serial);
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Stream.Write((ushort)facialHair.Hue);
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Stream.Write((ushort)beheld.FacialHairHue);
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++written;
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}
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@ -141,15 +137,13 @@ public sealed class CorpseContent6017 : Packet
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{
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var items = beheld.EquipItems;
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var count = items.Count;
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var hair = beheld.Hair;
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var facialHair = beheld.FacialHair;
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if (hair != null)
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if (beheld.HairItemId > 0)
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{
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count++;
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}
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if (facialHair != null)
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if (beheld.FacialHairItemId > 0)
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{
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count++;
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}
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@ -182,32 +176,32 @@ public sealed class CorpseContent6017 : Packet
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}
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}
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if (hair?.ItemId > 0)
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if (beheld.HairItemId > 0)
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{
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Stream.Write(hair.VirtualSerial);
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Stream.Write((ushort)hair.ItemId);
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Stream.Write(beheld.HairSerial);
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Stream.Write((ushort)beheld.HairItemId);
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Stream.Write((byte)0); // signed, itemID offset
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Stream.Write((ushort)1);
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Stream.Write((short)0);
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Stream.Write((short)0);
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Stream.Write((byte)0); // Grid Location?
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Stream.Write(beheld.Serial);
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Stream.Write((ushort)hair.Hue);
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Stream.Write((ushort)beheld.HairHue);
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++written;
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}
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if (facialHair?.ItemId > 0)
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if (beheld.FacialHairItemId > 0)
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{
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Stream.Write(facialHair.VirtualSerial);
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Stream.Write((ushort)facialHair.ItemId);
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Stream.Write(beheld.FacialHairSerial);
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Stream.Write((ushort)beheld.FacialHairItemId);
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Stream.Write((byte)0); // signed, itemID offset
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Stream.Write((ushort)1);
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Stream.Write((short)0);
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Stream.Write((short)0);
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Stream.Write((byte)0); // Grid Location?
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Stream.Write(beheld.Serial);
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Stream.Write((ushort)facialHair.Hue);
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Stream.Write((ushort)beheld.FacialHairHue);
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++written;
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}
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