Не могли бы немного помочь со структурой.
И после респауна сразу выкидывает клиент.
Почему то шлет null в Chata
			Открыть спойлер
			BC.log
[17:38:26][N][(null)(3942) : [class Avatar *__thiscall CGameCharaManager::CreateAvatarPlayer(void (__cdecl *)(void *,int,struct AI_BIND_DATA *),int,class NET_CHARA_INFO *,enum CHARA::TYPE,bool,bool)]] : Asserted : pCharaDBInfo != NULL
[17:38:26][N][(null)(324) : [int __thiscall cAvatarManager::LoadAvatarQue(void (__cdecl *)(void *,int,struct AI_BIND_DATA *),struct GLOBAL_CHARA_INFO *,int,bool)]] : Asserted : pCharaInfo->GetParts()->IsValid() == true
[17:38:26][N][(null)(1008) : [void __thiscall Avatar::SetCharaInfoForLoad(struct GLOBAL_CHARA_INFO *)]] : Asserted : m_CharaInfoForLoad.isValid()
[17:38:26][N][(null)(620) : [void __thiscall Avatar::Create(struct GLOBAL_CHARA_INFO *)]] : Asserted : pCharaDBInfo != NULL
		 
[SRC=CSharp]
			WriteC(0);
                        WriteC(0);
                        WriteC(1);
			WriteD(601003); //int CHARACTER_RED
			WriteD(103153); // int WEAPON_PRIMARY
			WriteD(202036); // int WEAPON_SECONDARY
			WriteD(301001); // int WEAPON_MELEE
			WriteD(508001); // int WEAPON_SPECIAL
			WriteD(601003); // int CHARACTER_BLUE
                        WriteB(new byte[] { 0x00, 0x60, 0x78, 0xa5 }); //maybe dino
                        WriteB(new byte[] { 0x3b, 0x00, 0xff, 0xa6 });//unk
                        WriteB(new byte[] { 0x3b, 0xa0, 0x85, 0xa8 });//unk
                        WriteB(new byte[] { 0x3b, 0x40, 0x0c, 0xaa });//unk
                        WriteB(new byte[] { 0x3b, 0xe0, 0x92, 0xab });//unk
                        WriteB(new byte[] { 0x3b, 0x80, 0x19, 0xad });//unk
                        WriteB(new byte[] { 0x3b, 0x20, 0xa0, 0xae });//unk
                        WriteB(new byte[] { 0x3b, 0x00, 0x00, 0x00 });//unk
                        WriteB(new byte[] { 0x00, 0x00, 0x00, 0x00 });//unk
                        WriteB(new byte[] { 0x00, 0x64, 0x64, 0x64 });//unk
                        WriteB(new byte[] { 0x64, 0x64, 0x00, 0x00 });//unk
                        WriteB(new byte[] { 0x00, 0x01, 0x00, 0xff, 0xff, 0x01 });//unk
			WriteC(0); // byte slot
			WriteC(1); // byte PlayersCount
			WriteC(1); // byte StageTyp
			WriteC(0); // byte Stage4v4
                        WriteC(0); // UNK
			WriteC(1); //byte MapId
[/SRC]