Always send skin metadata even if no additional boxes are available
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@@ -2704,17 +2704,10 @@ void ClientConnection::handleTextureAndGeometry(shared_ptr<TextureAndGeometryPac
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if(dwBytes!=0)
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{
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if(pDLCSkinFile)
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{
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if(pDLCSkinFile->getAdditionalBoxesCount()!=0)
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{
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send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwBytes, pDLCSkinFile));
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}
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else
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{
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send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwBytes));
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}
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}
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else
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{
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unsigned int uiAnimOverrideBitmask= app.GetAnimOverrideBitmask(packet->dwSkinID);
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@@ -884,17 +884,10 @@ void PlayerConnection::handleTextureAndGeometry(shared_ptr<TextureAndGeometryPac
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{
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if(pDLCSkinFile)
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{
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if(pDLCSkinFile->getAdditionalBoxesCount()!=0)
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{
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send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwTextureBytes, pDLCSkinFile));
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}
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else
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{
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send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwTextureBytes));
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}
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}
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else
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{
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// we don't have the dlc skin, so retrieve the data from the app store
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vector<SKIN_BOX *> *pvSkinBoxes = app.GetAdditionalSkinBoxes(packet->dwSkinID);
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