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NotifyWearablesOfModelChange works on tools, but not on main client

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  • NotifyWearablesOfModelChange works on tools, but not on main client

    I believe this is relatively new addition seeing there are no documentations nor github examples, so I fiddled around with it to see if I can help fix the crash bug on my custom game(my game is crashing upon picking hero, probably related to invisiblebox overriding method that I have been using). I assumed what it does is notifying hero to apply the applicable wearables to current model(so attach nothing to non-dota model), and it worked as I expected on tools client : http://i.imgur.com/HXvBdFb.png

    However, it does not work at all when the same version was run on main client : http://i.imgur.com/i9PDZqI.jpg. Notice the floating dota 2 cosmetics around heroes.


    Code:
       
        hero:SetGold(0, false)
        LevelAllAbility(hero)
        hero:AddItem(CreateItem("item_blink_scroll", nil, nil) )  -- Give blink scroll
        hero.CStock = 10
        hero.RespawnPos = hero:GetAbsOrigin() 
        print(hero:GetPlayerOwnerID())
        local heroName = FindName(hero:GetName())
        hero.name = heroName
        GameRules:SendCustomMessage("Servant <font color='#58ACFA'>" .. heroName .. "</font> has been summoned. Check your Master in the bottom right of the map.", 0, 0)
    
        -- The problematic part starts here
        hero:NotifyWearablesOfModelChange(false) -- Tried true as well, in which case it does absolutely nothing even in tools client
        hero:ManageModelChanges() -- Still not sure what it does, adding this does not seem to make a difference
        hero:RespawnUnit()  -- Just an insurance to de-freeze the model from T-shape
    Refer to above code for how I used it, and please leave documentation on these new APIs if possible. Thank you.
    Last edited by Dun1007; 06-18-2015, 11:30 PM.
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