case EIF::CureCurse: { for (std::size_t i = 0; i < this->player->character->paperdoll.size(); ++i) { if (this->server->world->eif->Get(this->player->character->paperdoll[i])->special == EIF::Cursed) { this->player->character->paperdoll[i] = 0; } } this->player->character->poisoned = false; this->player->character->CalculateStats(); this->player->character->DelItem(id, 1); reply.AddInt(this->player->character->HasItem(id)); reply.AddChar(this->player->character->weight); reply.AddChar(this->player->character->maxweight); reply.AddShort(this->player->character->maxhp); reply.AddShort(this->player->character->maxtp); reply.AddShort(this->player->character->str); reply.AddShort(this->player->character->intl); reply.AddShort(this->player->character->wis); reply.AddShort(this->player->character->agi); reply.AddShort(this->player->character->con); reply.AddShort(this->player->character->cha); reply.AddShort(this->player->character->mindam); reply.AddShort(this->player->character->maxdam); reply.AddShort(this->player->character->accuracy); reply.AddShort(this->player->character->evade); reply.AddShort(this->player->character->armor); PacketBuilder builder; builder.SetID(PACKET_CLOTHES, PACKET_AGREE); builder.AddShort(this->player->id); builder.AddChar(SLOT_CLOTHES); builder.AddChar(0); builder.AddShort(this->server->world->eif->Get(this->player->character->paperdoll[Character::Boots])->dollgraphic); builder.AddShort(this->server->world->eif->Get(this->player->character->paperdoll[Character::Armor])->dollgraphic); builder.AddShort(this->server->world->eif->Get(this->player->character->paperdoll[Character::Hat])->dollgraphic); builder.AddShort(this->server->world->eif->Get(this->player->character->paperdoll[Character::Weapon])->dollgraphic); builder.AddShort(this->server->world->eif->Get(this->player->character->paperdoll[Character::Shield])->dollgraphic); UTIL_PTR_LIST_FOREACH(this->player->character->map->characters, Character, character) { if (*character != this->player->character && this->player->character->InRange(*character)) { character->player->client->SendBuilder(builder); } } CLIENT_SEND(reply); } break;