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Autor Topic: Source VS2019 Main 5.2 + Louis Emulator 5.2 UP15 + Cashshop Included  (Visto 101250 veces)

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Offline onlinezajzaj #60 Posteado: December 20, 2021, 03:10:58 PM

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Offline Qubit #61 Posteado: December 20, 2021, 10:37:40 PM | Modificado: December 20, 2021, 10:44:27 PM by kletx

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Visual Studio 2022

Fixes:
  • Fixing various bugs
  • Performance improvement
  • Organized media files
  • Better chunk loading
  • Starting to encode preload opening video


Gracias:

zhangtao, JavixFer, zw0314, axell, bombita, zHammer, cascadeballa, nofeara, xlbiellx, wener1992, xianwen, 2448778229, Dizzy, duongcao, seckep, ssmunet, GATITO, finalfts24, Plate98, lqrwr123, nduchoang97, Hoangtu34, laulinh2, matheusgomesb, anderson2702, warklock2912, zeronycs, Jefe Maestro, jcouti, onlinezajzaj, dakosmu, tienduy1992, hola23, MU-Soul, smil158, lizbzlx, sadas23, lukaz2z, creaperfectweb, phumynice, 153426, sayfmaster, jeffzkie69, xlockee, gang, kimjfsim, walassi12, anonymousgh, Malyk, vantruong, Darki12345, plyn, carper, lucasale, a269633915, nyanha, bollanog, cuong1372, vietbang, andrex219, hoangtammedia, kingbr, pnicacio, culis93, hieuvt, BDCAM, stopk, hexwzrd, TeamCB, xufqing, Ryzenn, vds130297, networks1, tck, tuyendam, Sub-Zero, darkalves2, dangnhapnee, lechianh88, SPK, wnz5678, luckystar, 183358, duelador, volcano, kimrubi, LeeHenry, superrin, NghienMU, idpnguyeni, kudaomobile, delarefe, djkaku, welison14, hellboycp33, kellington, joaovithor1, kaiocnx, HayllanderBR, Bladimir1, fedrock, fukpim, smallz170, francucho28, 331515194, redf0x, wellihard, dragon557, Tmchien44, bin9xhn2, Viper, Feche, khangdz19, okilove23, babydragon, beecubin, mugloves99, ZaReL, Saige, vamchy33, 1732313, osik12, Honghai1992, nsynecs, manoxxx, usersa, sannea, Wendigo, lkt22, login1, tangyi90, jeuzinn, nachoman22, Nucanor, samsung13, Juninsj22, dahouzi, hyonzinho666, Specifier, Sergio Franco, Erick05, coolgepds, erickmalfoy, 日メリーのRu, jorge2016, ulrick2023, DjGamer, mocorongo, xuanyuan, ruojing, DarkNite, GoldSun, poliguela, BaTmaaN, draco425, samsunggon, xiazaipw, 4312204, worldhero, dasgrid, python, hennedy, vlgtre, zodiacddos, m1sterio, testaccount, MsotoC, datcom, EaglE, wildriff66, cri0, Nakamura, fengyun52894, projectmu, tyqhaha, assrub, spider, son1xx2, hoanmaster, muccone, deathsquad, vokirval, Marceliin, leehenry1208, HaPKoTuK, cachorroquente, Hugo, a12025, bimaloha, ycr4zy, X1Supe1X, l2j-ct, showmax, Sweng, tcbaoanh, datkool, juanmilbratz, andreyzz, 6atters, Dragonvl15, Van_Bom, walkeny, animator, Axelfvm, hfhmu, backerchen, iramondias, mantios, phuongcuongmsqm, Marcela, skinmuonline, ldads, coco87, pulsefire, vnshell, Almdar, ADM-OMEGA, wester, victorrz17, gega, solar, davidrcj, majoca10, quyanxu, Zeus, osvaldo1811, Orion88, massironimatias, RinOv, chuckhai, baojianyang, stark98, donciukas14, wolffrox, gredy, juan1997, Tester1838a, z348870672, Murilo, myloveax, me19900, esteban, Hoangsy99, Pyke, ailsoncost, kaisudo, muzic25, louis, kayito, zhangjianle865, LTP Team, Odisk, emerson2004, Denis Alves, c4nhsatcodong, Genilson23, Kapocha33

Offline Odisk #62 Posteado: December 20, 2021, 11:27:03 PM

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Visual Studio 2022

Fixes:
  • Fixing various bugs
  • Performance improvement
  • Organized media files
  • Better chunk loading
  • Starting to encode preload opening video


changelog bug fix.

one day

Offline zhangjianle865 #63 Posteado: December 21, 2021, 12:24:31 AM

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Visual Studio 2022

Fixes:
  • Fixing various bugs
  • Performance improvement
  • Organized media files
  • Better chunk loading
  • Starting to encode preload opening video

Hello, can I use Visual Studio 2010 to compile

Gracias:


Offline Qubit #64 Posteado: December 21, 2021, 03:54:41 AM

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    Visual Studio 2022

    Fixes:
    • Fixing various bugs
    • Performance improvement
    • Organized media files
    • Better chunk loading
    • Starting to encode preload opening video
    [/list]
     
    Hello, can I use Visual Studio 2010 to compile

    I didn't do a test, but I don't think so because I also used intellisense in visual studio 2022 to fix some defines, and the generated codes are normally updated to recent rules and standards

    Gracias:


    Offline Qubit #65 Posteado: December 21, 2021, 04:10:18 AM | Modificado: December 21, 2021, 04:12:32 AM by kletx

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    Visual Studio 2022

    Fixes:
    • Fixing various bugs
    • Performance improvement
    • Organized media files
    • Better chunk loading
    • Starting to encode preload opening video


    changelog bug fix.

    as bug fixes I made was for visual errors and improved particle effects and textures as well as object lighting, now everything on the map reacts to global skill lighting etc.

    I'm going to release another version with even more noticeable improvements in the graphics part.

    Gracias:


    Offline massironimatias #66 Posteado: December 26, 2021, 03:37:08 PM

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    Para resolver el problema de el login cuando se desconecta, agreagar a MsgWin.cpp
    en la funcion CMsgWin::ManageOKClick()
    Luego de case RECEIVE_LOG_IN_FAIL_VERSION:
    Lo siguiente:
    Code: [Select]
    ::PostMessage(g_hWnd, WM_CLOSE, 0, 0);
    break;


    Offline melo920 #67 Posteado: December 26, 2021, 04:08:08 PM

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    Para resolver el problema de el login cuando se desconecta, agreagar a MsgWin.cpp
    en la funcion CMsgWin::ManageOKClick()
    Luego de case RECEIVE_LOG_IN_FAIL_VERSION:
    Lo siguiente:
    Code: [Select]
    ::PostMessage(g_hWnd, WM_CLOSE, 0, 0);
    break;

    bacán gracias por el fix, yo apenas ando test la source y lo había solucionado así:

    Code: [Select]
    ::PostMessage(g_hWnd, WM_DESTROY, 0, 0);


    Offline louis #68 Posteado: December 28, 2021, 09:36:09 AM

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    To fix common shop buy

    erase this lines in the Custom.dat

    ;==================================================
    ; Custom Shop MessageBox
    ;==================================================
    ; Types:
    ; 0: Disabled
    ; 1: Only for coins
    ; 2: All purchases
    ;==================================================
    CustomShopMessageBox = 2

    or change this to 0

    CustomShopMessageBox = 0

    Update 41 is ready!!!
    Discord: louisemulator

    Gracias:


    Offline louis #69 Posteado: December 28, 2021, 09:42:26 AM

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    Para resolver el problema de el login cuando se desconecta, agreagar a MsgWin.cpp
    en la funcion CMsgWin::ManageOKClick()
    Luego de case RECEIVE_LOG_IN_FAIL_VERSION:
    Lo siguiente:
    Code: [Select]
    ::PostMessage(g_hWnd, WM_CLOSE, 0, 0);
    break;

    I added your fix

    Update 41 is ready!!!
    Discord: louisemulator

    Gracias:


    Offline louis #70 Posteado: December 28, 2021, 09:58:16 AM

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    Visual Studio 2022

    Fixes:
    • Fixing various bugs
    • Performance improvement
    • Organized media files
    • Better chunk loading
    • Starting to encode preload opening video


    If you tell me the changes I can add them directly to the git source. thanks

    Update 41 is ready!!!
    Discord: louisemulator

    Offline victorrz17 #71 Posteado: December 28, 2021, 12:17:38 PM

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    al querer descargar los archivos me sale error al extraer los archivos ayuda el winrar no esta malo la descarga de cancela alguien podria subir los archivos a mediafire o mega gracias


    Offline massironimatias #72 Posteado: December 29, 2021, 10:55:07 PM

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    Para resolver el problema de el login cuando se desconecta, agreagar a MsgWin.cpp
    en la funcion CMsgWin::ManageOKClick()
    Luego de case RECEIVE_LOG_IN_FAIL_VERSION:
    Lo siguiente:
    Code: [Select]
    ::PostMessage(g_hWnd, WM_CLOSE, 0, 0);
    break;

    I added your fix

    Fijate que hay algo mal, deberia quedar de la siguiente manera:
    Code: [Select]
    switch (m_nMsgCode)
    {
    case MESSAGE_SERVER_LOST:
    case MESSAGE_VERSION:
    case RECEIVE_LOG_IN_FAIL_ERROR:
    case RECEIVE_LOG_IN_FAIL_VERSION:
    ::PostMessage(g_hWnd, WM_CLOSE, 0, 0);
    break;

    Gracias:


    Offline massironimatias #73 Posteado: December 29, 2021, 11:01:10 PM

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    Personal store it does not work correctly. I still can't find why. but if I find it I'll post it here.


    Offline massironimatias #74 Posteado: January 02, 2022, 07:47:59 AM

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    Personal store: add in gs config:
    ;==================================================
    ; Personal Shop Settings
    ;==================================================
    PersonalShopSwitch = 1


    Offline massironimatias #75 Posteado: January 02, 2022, 09:50:32 AM

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    Fix Animations:
    _enum.h

    AI Enum

    Code: [Select]
    enum
    {
    PLAYER_SET,
    PLAYER_STOP_MALE,
    PLAYER_STOP_FEMALE,
    PLAYER_STOP_SUMMONER, // Summoner's Place
    PLAYER_STOP_SWORD,
    PLAYER_STOP_TWO_HAND_SWORD,
    PLAYER_STOP_SPEAR,
    PLAYER_STOP_SCYTHE,
    PLAYER_STOP_BOW,
    PLAYER_STOP_CROSSBOW,
    PLAYER_STOP_WAND, // Holding wand in place
    PLAYER_STOP_FLY,
    PLAYER_STOP_FLY_CROSSBOW,
    PLAYER_STOP_RIDE,
    PLAYER_STOP_RIDE_WEAPON,

    PLAYER_WALK_MALE,
    PLAYER_WALK_FEMALE,
    PLAYER_WALK_SWORD,
    PLAYER_WALK_TWO_HAND_SWORD,
    PLAYER_WALK_SPEAR,
    PLAYER_WALK_SCYTHE,
    PLAYER_WALK_BOW,
    PLAYER_WALK_CROSSBOW,
    PLAYER_WALK_WAND, // Walking with wand
    PLAYER_WALK_SWIM,
    PLAYER_RUN,
    PLAYER_RUN_SWORD,
    PLAYER_RUN_TWO_SWORD,
    PLAYER_RUN_TWO_HAND_SWORD,
    PLAYER_RUN_SPEAR,
    PLAYER_RUN_BOW,
    PLAYER_RUN_CROSSBOW,
    PLAYER_RUN_WAND, // Wand running
    PLAYER_RUN_SWIM,
    PLAYER_FLY,
    PLAYER_FLY_CROSSBOW,
    PLAYER_RUN_RIDE,
    PLAYER_RUN_RIDE_WEAPON,

    PLAYER_ATTACK_FIST, // Fist animation
    PLAYER_ATTACK_SWORD_RIGHT1,
    PLAYER_ATTACK_SWORD_RIGHT2,
    PLAYER_ATTACK_SWORD_LEFT1,
    PLAYER_ATTACK_SWORD_LEFT2,
    PLAYER_ATTACK_TWO_HAND_SWORD1,
    PLAYER_ATTACK_TWO_HAND_SWORD2,
    PLAYER_ATTACK_TWO_HAND_SWORD3,
    PLAYER_ATTACK_SPEAR1,
    PLAYER_ATTACK_SCYTHE1,
    PLAYER_ATTACK_SCYTHE2,
    PLAYER_ATTACK_SCYTHE3,
    PLAYER_ATTACK_BOW,
    PLAYER_ATTACK_CROSSBOW,
    PLAYER_ATTACK_FLY_BOW,
    PLAYER_ATTACK_FLY_CROSSBOW,
    PLAYER_ATTACK_RIDE_SWORD,
    PLAYER_ATTACK_RIDE_TWO_HAND_SWORD,
    PLAYER_ATTACK_RIDE_SPEAR,
    PLAYER_ATTACK_RIDE_SCYTHE,
    PLAYER_ATTACK_RIDE_BOW,
    PLAYER_ATTACK_RIDE_CROSSBOW,

    PLAYER_ATTACK_SKILL_SWORD1,
    PLAYER_ATTACK_SKILL_SWORD2,
    PLAYER_ATTACK_SKILL_SWORD3,
    PLAYER_ATTACK_SKILL_SWORD4,
    PLAYER_ATTACK_SKILL_SWORD5,

    PLAYER_ATTACK_SKILL_WHEEL,
    PLAYER_ATTACK_SKILL_FURY_STRIKE,
    PLAYER_SKILL_VITALITY,
    PLAYER_SKILL_RIDER,
    PLAYER_SKILL_RIDER_FLY,
    PLAYER_ATTACK_SKILL_SPEAR,
    PLAYER_ATTACK_ONETOONE,
    PLAYER_SKILL_HELL_BEGIN,
    PLAYER_SKILL_HELL_START,

    PLAYER_ATTACK_END,

    PLAYER_FLY_RIDE = PLAYER_ATTACK_END,
    PLAYER_FLY_RIDE_WEAPON,
    PLAYER_DARKLORD_STAND,   //  Dark Lord Stand with Dark Spirits.
    PLAYER_DARKLORD_WALK,   //  Dark Lord Walking with Dark Spirits.
    PLAYER_STOP_RIDE_HORSE,   //  Dark Lord attack ( sting ).        (●)
    PLAYER_RUN_RIDE_HORSE,   //  Dark Lord Party Summon.             (●)
    PLAYER_ATTACK_STRIKE,   //  Stop riding the Dark Horse.          (●)
    PLAYER_ATTACK_TELEPORT,   //  Dark Horse Run.                       
    PLAYER_ATTACK_RIDE_STRIKE,   //  Attack (stabbing) riding a dark horse.
    PLAYER_ATTACK_RIDE_TELEPORT,   //  Summon a party by riding the Dark Horse.
    PLAYER_ATTACK_RIDE_HORSE_SWORD,   //  One-handed attack while riding a Dark Horse.
    PLAYER_ATTACK_RIDE_ATTACK_FLASH,   //  Thunderstrike on Dark Horse.
    PLAYER_ATTACK_RIDE_ATTACK_MAGIC,   //  Magic attack on the Dark Horse.
    PLAYER_ATTACK_DARKHORSE,   //  Dark Horse skill.
    PLAYER_IDLE1_DARKHORSE,   //  (For login scene) Ride the Dark Horse and wield the Scepter
    PLAYER_IDLE2_DARKHORSE,   //  (For login scene) Raise your legs over the Dark Horse
    PLAYER_FENRIR_ATTACK, // Normal attack - with nothing
    PLAYER_FENRIR_ATTACK_DARKLORD_AQUA, // Normal Attack - Disabled
    PLAYER_FENRIR_ATTACK_DARKLORD_STRIKE, // Normal Attack - Dark Rod Stab
    PLAYER_FENRIR_ATTACK_DARKLORD_SWORD, // Normal Attack - Dark Lord Strike (one-handed attack)
    PLAYER_FENRIR_ATTACK_DARKLORD_TELEPORT, // Normal Attack - Summon Dark Lord Party
    PLAYER_FENRIR_ATTACK_DARKLORD_FLASH, // Normal Attack - Dark Lord Aqua Flash
    PLAYER_FENRIR_ATTACK_TWO_SWORD, // Normal Attack - Two-handed sword attack (Knight)
    PLAYER_FENRIR_ATTACK_MAGIC, // Normal Attack - Magic Attack (Mage)
    PLAYER_FENRIR_ATTACK_CROSSBOW, // Normal Attack - Crossbow Attack (Fairy)
    PLAYER_FENRIR_ATTACK_SPEAR, // Normal Attack - Spear Attack (Knight)
    PLAYER_FENRIR_ATTACK_ONE_SWORD, // Normal Attack - One-handed sword attack (Knight)
    PLAYER_FENRIR_ATTACK_BOW, //  Normal Attack - Bow Attack (Fairy)
    PLAYER_FENRIR_SKILL, // Skill Attack - Bare Hand
    PLAYER_FENRIR_SKILL_TWO_SWORD, // Skill Attack - Two-Handed Knife
    PLAYER_FENRIR_SKILL_ONE_RIGHT, // Skill Attack - One Hand Right (100)
    PLAYER_FENRIR_SKILL_ONE_LEFT, // Skill Attack - One Hand Left
    PLAYER_FENRIR_DAMAGE, // damage - bare hands
    PLAYER_FENRIR_DAMAGE_TWO_SWORD, // Damage - Two-Handed Knife
    PLAYER_FENRIR_DAMAGE_ONE_RIGHT, // Damage - One Hand Right
    PLAYER_FENRIR_DAMAGE_ONE_LEFT, // Damage - one hand left
    PLAYER_FENRIR_RUN, // Running - Bare Hands (110)
    PLAYER_FENRIR_RUN_TWO_SWORD, // Running - two-handed sword
    PLAYER_FENRIR_RUN_ONE_RIGHT, // Running - One Hand Right
    PLAYER_FENRIR_RUN_ONE_LEFT, // Running - One Hand Left
    PLAYER_FENRIR_RUN_MAGOM, // Running - Bare Hand_Magic Sword(114)
    PLAYER_FENRIR_RUN_TWO_SWORD_MAGOM, // Running - Two-Handed_Magic Sword
    PLAYER_FENRIR_RUN_ONE_RIGHT_MAGOM, // Running - Right Hand_Magic Sword
    PLAYER_FENRIR_RUN_ONE_LEFT_MAGOM, // Running - Left Hand_Magic Sword
    PLAYER_FENRIR_RUN_ELF, // Running - bare hands_elf
    PLAYER_FENRIR_RUN_TWO_SWORD_ELF, // Running - Two Hands_Elf
    PLAYER_FENRIR_RUN_ONE_RIGHT_ELF, // Running - right hand_elf
    PLAYER_FENRIR_RUN_ONE_LEFT_ELF, // Running - left hand_elf
    PLAYER_FENRIR_STAND, //  stop - bare hands
    PLAYER_FENRIR_STAND_TWO_SWORD, // stop - two-handed sword
    PLAYER_FENRIR_STAND_ONE_RIGHT, // stop - one hand right
    PLAYER_FENRIR_STAND_ONE_LEFT, //  stop - one hand left
    PLAYER_FENRIR_WALK, // walking - bare hands
    PLAYER_FENRIR_WALK_TWO_SWORD, // walking - two-handed sword
    PLAYER_FENRIR_WALK_ONE_RIGHT, // walking - one hand right
    PLAYER_FENRIR_WALK_ONE_LEFT, // Walking - One Hand Left (129)

    PLAYER_ATTACK_BOW_UP,   //  Attack towards the sky with a bow
    PLAYER_ATTACK_CROSSBOW_UP,   //  Attack towards the sky with a crossbow
    PLAYER_ATTACK_FLY_BOW_UP,   //  Attack the sky with wings and bow
    PLAYER_ATTACK_FLY_CROSSBOW_UP,   //  Attack the sky with wings and crossbow
    PLAYER_ATTACK_RIDE_BOW_UP,   //  Riding a horse and aiming at the sky with a bow
    PLAYER_ATTACK_RIDE_CROSSBOW_UP,   //  Attack the sky with a crossbow on horseback
    PLAYER_ATTACK_ONE_FLASH,   //  A one-shot attack with a mounted sword.
    PLAYER_ATTACK_RUSH,   //  Knight charge attack.
    PLAYER_ATTACK_DEATH_CANNON,   //  Magic Sword Magic Flash.
    PLAYER_ATTACK_REMOVAL,   //  Master skill removal magic.
    PLAYER_ATTACK_STUN,   //  Sten off
    PLAYER_HIGH_SHOCK,   //  Severe Shock Effect. (142)

    // Added two-handed weapon animation.
    PLAYER_STOP_TWO_HAND_SWORD_TWO,
    PLAYER_WALK_TWO_HAND_SWORD_TWO,
    PLAYER_RUN_TWO_HAND_SWORD_TWO,
    PLAYER_ATTACK_TWO_HAND_SWORD_TWO,

    PLAYER_SKILL_HAND1,
    PLAYER_SKILL_HAND2,
    PLAYER_SKILL_WEAPON1,
    PLAYER_SKILL_WEAPON2, //(150)
    PLAYER_SKILL_ELF1, // Elf: Attack Up/Defense Up/Healing
    PLAYER_SKILL_TELEPORT,
    PLAYER_SKILL_FLASH,
    PLAYER_SKILL_INFERNO,
    PLAYER_SKILL_HELL,
    PLAYER_RIDE_SKILL,
    // Summoner's exclusive skill.
    PLAYER_SKILL_SLEEP,
    PLAYER_SKILL_SLEEP_UNI,
    PLAYER_SKILL_SLEEP_DINO,
    PLAYER_SKILL_SLEEP_FENRIR,
    PLAYER_SKILL_CHAIN_LIGHTNING,
    PLAYER_SKILL_CHAIN_LIGHTNING_UNI,
    PLAYER_SKILL_CHAIN_LIGHTNING_DINO,
    PLAYER_SKILL_CHAIN_LIGHTNING_FENRIR,
    PLAYER_SKILL_LIGHTNING_ORB,
    PLAYER_SKILL_LIGHTNING_ORB_UNI,
    PLAYER_SKILL_LIGHTNING_ORB_DINO,
    PLAYER_SKILL_LIGHTNING_ORB_FENRIR,
    PLAYER_SKILL_DRAIN_LIFE, // Summoner: Drain Life
    PLAYER_SKILL_DRAIN_LIFE_UNI,
    PLAYER_SKILL_DRAIN_LIFE_DINO,
    PLAYER_SKILL_DRAIN_LIFE_FENRIR,
    // Summoner summoning action.
    PLAYER_SKILL_SUMMON,
    PLAYER_SKILL_SUMMON_UNI,
    PLAYER_SKILL_SUMMON_DINO,
    PLAYER_SKILL_SUMMON_FENRIR,

    PLAYER_SKILL_BLOW_OF_DESTRUCTION, // Strike of Destruction
    PLAYER_SKILL_SWELL_OF_MP, // horsepower increase
    PLAYER_SKILL_MULTISHOT_BOW_STAND, // multi shot
    PLAYER_SKILL_MULTISHOT_BOW_FLYING,
    PLAYER_SKILL_MULTISHOT_CROSSBOW_STAND,
    PLAYER_SKILL_MULTISHOT_CROSSBOW_FLYING,
    PLAYER_SKILL_RECOVERY, // Increase shield recovery
    PLAYER_SKILL_GIGANTICSTORM, // Gigantic Storm
    PLAYER_SKILL_FLAMESTRIKE, // flame strike
    PLAYER_SKILL_LIGHTNING_SHOCK, // lightning shock
    #ifdef YDG_ADD_SKILL_RIDING_ANIMATIONS
    PLAYER_SKILL_GIGANTICSTORM_UNI, // Added Gigantic Storm boarding
    PLAYER_SKILL_GIGANTICSTORM_DINO,
    PLAYER_SKILL_GIGANTICSTORM_FENRIR,
    PLAYER_ATTACK_SKILL_WHEEL_UNI, // Addition of tornado blood attack boarding
    PLAYER_ATTACK_SKILL_WHEEL_DINO,
    PLAYER_ATTACK_SKILL_WHEEL_FENRIR,
    #endif // YDG_ADD_SKILL_RIDING_ANIMATIONS
    PLAYER_DEFENSE1,
    PLAYER_GREETING1,
    PLAYER_GREETING_FEMALE1,
    PLAYER_GOODBYE1, //(160)
    PLAYER_GOODBYE_FEMALE1,
    PLAYER_CLAP1,//applause
    PLAYER_CLAP_FEMALE1,
    PLAYER_CHEER1,//cheer
    PLAYER_CHEER_FEMALE1,
    PLAYER_DIRECTION1,
    PLAYER_DIRECTION_FEMALE1,
    PLAYER_GESTURE1,
    PLAYER_GESTURE_FEMALE1,
    PLAYER_UNKNOWN1, //(170)
    PLAYER_UNKNOWN_FEMALE1,
    PLAYER_CRY1,//
    PLAYER_CRY_FEMALE1,
    PLAYER_AWKWARD1,//awkward
    PLAYER_AWKWARD_FEMALE1,
    PLAYER_SEE1,
    PLAYER_SEE_FEMALE1,
    PLAYER_WIN1,
    PLAYER_WIN_FEMALE1,
    PLAYER_SMILE1, //(180)
    PLAYER_SMILE_FEMALE1,
    PLAYER_SLEEP1,
    PLAYER_SLEEP_FEMALE1,
    PLAYER_COLD1,
    PLAYER_COLD_FEMALE1,
    PLAYER_AGAIN1,
    PLAYER_AGAIN_FEMALE1,
    PLAYER_RESPECT1,//Respect
    PLAYER_SALUTE1,// salute
    PLAYER_SCISSORS, // Scissors (refer to SetActionClass() if the action order is out of order) (190)
    PLAYER_ROCK, // Rock (add above PLAYER_SHOCK to keep loop from looping)
    PLAYER_PAPER, // Paper
    PLAYER_HUSTLE, // Japanese wrestler moves -_-
    PLAYER_PROVOCATION,
    PLAYER_LOOK_AROUND,
    PLAYER_CHEERS,
    PLAYER_KOREA_HANDCLAP,
    PLAYER_POINT_DANCE,

    PLAYER_RUSH1,
    PLAYER_COME_UP,
    PLAYER_SHOCK,
    PLAYER_DIE1,
    PLAYER_DIE2,
    PLAYER_SIT1,
    PLAYER_SIT2,
    PLAYER_SIT_FEMALE1,
    PLAYER_SIT_FEMALE2,
    PLAYER_HEALING1,
    PLAYER_HEALING_FEMALE1,
    PLAYER_POSE1,
    PLAYER_POSE_FEMALE1,
    PLAYER_JACK_1, // Crazy action1
    PLAYER_JACK_2, // Crazy action2
    PLAYER_SANTA_1, // Jump action
    PLAYER_SANTA_2, // Turn action
    PLAYER_CHANGE_UP,
    PLAYER_RECOVER_SKILL,
    #ifdef PBG_ADD_NEWCHAR_MONK_SKILL
    PLAYER_SKILL_THRUST ,
    PLAYER_SKILL_STAMP ,
    PLAYER_SKILL_GIANTSWING ,
    PLAYER_SKILL_DARKSIDE_READY ,
    PLAYER_SKILL_DARKSIDE_ATTACK ,
    PLAYER_SKILL_DRAGONKICK ,
    PLAYER_SKILL_DRAGONLORE ,
    PLAYER_SKILL_ATT_UP_OURFORCES ,
    PLAYER_SKILL_HP_UP_OURFORCES ,
    // 레이지 파이터 관련 애니
    PLAYER_RAGE_UNI_ATTACK ,
    PLAYER_RAGE_UNI_ATTACK_ONE_RIGHT,
    PLAYER_RAGE_UNI_RUN ,
    PLAYER_RAGE_UNI_RUN_ONE_RIGHT ,
    PLAYER_RAGE_UNI_STOP_ONE_RIGHT ,
    PLAYER_RAGE_FENRIR ,
    PLAYER_RAGE_FENRIR_TWO_SWORD ,
    PLAYER_RAGE_FENRIR_ONE_RIGHT ,
    PLAYER_RAGE_FENRIR_ONE_LEFT ,
    PLAYER_RAGE_FENRIR_WALK ,
    PLAYER_RAGE_FENRIR_WALK_ONE_RIGHT,
    PLAYER_RAGE_FENRIR_WALK_ONE_LEFT,
    PLAYER_RAGE_FENRIR_WALK_TWO_SWORD,
    PLAYER_RAGE_FENRIR_RUN ,
    PLAYER_RAGE_FENRIR_RUN_TWO_SWORD,
    PLAYER_RAGE_FENRIR_RUN_ONE_RIGHT,
    PLAYER_RAGE_FENRIR_RUN_ONE_LEFT ,
    PLAYER_RAGE_FENRIR_STAND ,
    PLAYER_RAGE_FENRIR_STAND_TWO_SWORD,
    PLAYER_RAGE_FENRIR_STAND_ONE_RIGHT,
    PLAYER_RAGE_FENRIR_STAND_ONE_LEFT,
    PLAYER_RAGE_FENRIR_DAMAGE ,
    PLAYER_RAGE_FENRIR_DAMAGE_TWO_SWORD,
    PLAYER_RAGE_FENRIR_DAMAGE_ONE_RIGHT,
    PLAYER_RAGE_FENRIR_DAMAGE_ONE_LEFT,
    PLAYER_RAGE_FENRIR_ATTACK_RIGHT ,
    PLAYER_STOP_RAGEFIGHTER ,
    #endif //PBG_ADD_NEWCHAR_MONK_SKILL
    MAX_PLAYER_ACTION,
    };
    //ai end

    Gracias:


    Offline massironimatias #76 Posteado: January 02, 2022, 10:35:43 AM

    • 0 puntos por ventas
    • *
    • Rank: Dedicado
    • Posts: 43
    • Gracias recibida: 28
    • ar
    Fix Visual ingameshop items.

    NewUIInGameShop.cpp
    Code: [Select]
    void CNewUIInGameShop::RenderDisplayItems()
    {
    EndBitmap();

    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    glViewport2(0,0,WindowWidth,WindowHeight);
    gluPerspective2(2.0f, (float)(WindowWidth)/(float)(WindowHeight), RENDER_ITEMVIEW_NEAR, RENDER_ITEMVIEW_FAR);
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();
    GetOpenGLMatrix(CameraMatrix);
    EnableDepthTest();
    EnableDepthMask();

    glClear(GL_DEPTH_BUFFER_BIT);

    for(int i=0 ; i<g_InGameShopSystem->GetSizePackageAsDisplayPackage() ; i++ )
    {
      int iPosX = IGS_ITEMRENDER_POS_X_STANDAD+(IMAGE_IGS_VIEWDETAIL_BTN_DISTANCE_X*(i%IGS_NUM_ITEMS_WIDTH));
      int iPosY = IGS_ITEMRENDER_POS_Y_STANDAD+(IMAGE_IGS_VIEWDETAIL_BTN_DISTANCE_Y*(i/IGS_NUM_ITEMS_HEIGHT));
    RenderItem3D(iPosX, iPosY, IGS_ITEMRENDER_POS_WIDTH, IGS_ITEMRENDER_POS_HEIGHT, g_InGameShopSystem->GetPackageItemCode(i), 0, 0, 0, true);
    }

    UpdateMousePositionn();

    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();

    BeginBitmap();
    }



    Offline LTP Team #77 Posteado: January 02, 2022, 11:02:12 AM

    • C++ Coder
    • 0 puntos por ventas
    • *
    • *
    • Rank: Liga mayor
    • Posts: 197
    • Gracias recibida: 3849
    • ru
    fixed animations for S6EP3 client (Added phoenix shot animation to enum)

    Code: [Select]
    //ai start

    enum
    {
    PLAYER_SET,
    PLAYER_STOP_MALE,
    PLAYER_STOP_FEMALE,
    PLAYER_STOP_SUMMONER, // јТИЇјъ»з Б¦АЪё®
    PLAYER_STOP_SWORD,
    PLAYER_STOP_TWO_HAND_SWORD,
    PLAYER_STOP_SPEAR,
    PLAYER_STOP_SCYTHE,
    PLAYER_STOP_BOW,
    PLAYER_STOP_CROSSBOW,
    PLAYER_STOP_WAND, // їПµе µй°н Б¦АЪё®
    PLAYER_STOP_FLY,
    PLAYER_STOP_FLY_CROSSBOW,
    PLAYER_STOP_RIDE,
    PLAYER_STOP_RIDE_WEAPON,

    PLAYER_WALK_MALE,
    PLAYER_WALK_FEMALE,
    PLAYER_WALK_SWORD,
    PLAYER_WALK_TWO_HAND_SWORD,
    PLAYER_WALK_SPEAR,
    PLAYER_WALK_SCYTHE,
    PLAYER_WALK_BOW,
    PLAYER_WALK_CROSSBOW,
    PLAYER_WALK_WAND, // їПµе µй°н °И±в
    PLAYER_WALK_SWIM,
    PLAYER_RUN,
    PLAYER_RUN_SWORD,
    PLAYER_RUN_TWO_SWORD,
    PLAYER_RUN_TWO_HAND_SWORD,
    PLAYER_RUN_SPEAR,
    PLAYER_RUN_BOW,
    PLAYER_RUN_CROSSBOW,
    PLAYER_RUN_WAND, // їПµе µй°н ¶Щ±в
    PLAYER_RUN_SWIM,
    PLAYER_FLY,
    PLAYER_FLY_CROSSBOW,
    PLAYER_RUN_RIDE,
    PLAYER_RUN_RIDE_WEAPON,

    PLAYER_ATTACK_FIST, // БЦёФ їЎґПёЮАМјЗ
    PLAYER_ATTACK_SWORD_RIGHT1,
    PLAYER_ATTACK_SWORD_RIGHT2,
    PLAYER_ATTACK_SWORD_LEFT1,
    PLAYER_ATTACK_SWORD_LEFT2,
    PLAYER_ATTACK_TWO_HAND_SWORD1,
    PLAYER_ATTACK_TWO_HAND_SWORD2,
    PLAYER_ATTACK_TWO_HAND_SWORD3,
    PLAYER_ATTACK_SPEAR1,
    PLAYER_ATTACK_SCYTHE1,
    PLAYER_ATTACK_SCYTHE2,
    PLAYER_ATTACK_SCYTHE3,
    PLAYER_ATTACK_BOW,
    PLAYER_ATTACK_CROSSBOW,
    PLAYER_ATTACK_FLY_BOW,
    PLAYER_ATTACK_FLY_CROSSBOW,
    PLAYER_ATTACK_RIDE_SWORD,
    PLAYER_ATTACK_RIDE_TWO_HAND_SWORD,
    PLAYER_ATTACK_RIDE_SPEAR,
    PLAYER_ATTACK_RIDE_SCYTHE,
    PLAYER_ATTACK_RIDE_BOW,
    PLAYER_ATTACK_RIDE_CROSSBOW,

    PLAYER_ATTACK_SKILL_SWORD1,
    PLAYER_ATTACK_SKILL_SWORD2,
    PLAYER_ATTACK_SKILL_SWORD3,
    PLAYER_ATTACK_SKILL_SWORD4,
    PLAYER_ATTACK_SKILL_SWORD5,

    PLAYER_ATTACK_SKILL_WHEEL,
    PLAYER_ATTACK_SKILL_FURY_STRIKE,
    PLAYER_SKILL_VITALITY,
    PLAYER_SKILL_RIDER,
    PLAYER_SKILL_RIDER_FLY,
    PLAYER_ATTACK_SKILL_SPEAR,
    PLAYER_ATTACK_ONETOONE,
    PLAYER_SKILL_HELL_BEGIN,
    PLAYER_SKILL_HELL_START,

    PLAYER_ATTACK_END,

    PLAYER_FLY_RIDE                 = PLAYER_ATTACK_END,
    PLAYER_FLY_RIDE_WEAPON          ,
    PLAYER_DARKLORD_STAND           ,   //  ґЩЕ©·Оµе ґЩЕ©ЅєЗЗёґµй°н ј­±в.
    PLAYER_DARKLORD_WALK            ,   //  ґЩЕ©·Оµе ґЩЕ©ЅєЗЗёґµй°н °И±в.
    PLAYER_STOP_RIDE_HORSE          ,   //  ґЩЕ©·Оµе °ш°Э ( ВоёЈґВ °Н ).        (ЎЬ)
    PLAYER_RUN_RIDE_HORSE           ,   //  ґЩЕ©·Оµе ЖДЖј јТИЇ.                 (ЎЬ)
    PLAYER_ATTACK_STRIKE            ,   //  ґЩЕ©И¦Ѕє Её°н Б¤Бц.                 (ЎЬ)
    PLAYER_ATTACK_TELEPORT          ,   //  ґЩЕ©И¦Ѕє ґЮё®±в.                       
    PLAYER_ATTACK_RIDE_STRIKE       ,   //  ґЩЕ©И¦Ѕє Её°н °ш°Э ( ВоёЈґВ °Н ).
    PLAYER_ATTACK_RIDE_TELEPORT     ,   //  ґЩЕ©И¦Ѕє Её°н  ЖДЖј јТИЇ.
    PLAYER_ATTACK_RIDE_HORSE_SWORD  ,   //  ґЩЕ©И¦Ѕє Её°н ЗСјХ °ш°Э.
    PLAYER_ATTACK_RIDE_ATTACK_FLASH ,   //  ґЩЕ©И¦Ѕє Её°н ј±ЕНљАЖ®¶уАМЕ©.
    PLAYER_ATTACK_RIDE_ATTACK_MAGIC ,   //  ґЩЕ©И¦Ѕє Её°н ё¶№э °ш°Э.
    PLAYER_ATTACK_DARKHORSE         ,   //  ґЩЕ©И¦Ѕє ЅєЕі.
    PLAYER_IDLE1_DARKHORSE ,   //  (·О±ЧАОѕАїл)ґЩЕ©И¦Ѕє Её°н јБЕН ИЦµОёЈ±в
    PLAYER_IDLE2_DARKHORSE ,   //  (·О±ЧАОѕАїл)ґЩЕ©И¦Ѕє А§·О ґЩё® µй±в
    PLAYER_FENRIR_ATTACK , // АП№Э°ш°Э - ѕЖ№«°Нµµ ѕИµз »уЕВ
    PLAYER_FENRIR_ATTACK_DARKLORD_AQUA, // АП№Э°ш°Э - »зїлѕИЗФ
    PLAYER_FENRIR_ATTACK_DARKLORD_STRIKE, // АП№Э°ш°Э - ґЩЕ©·Оµе ВоёЈ±в
    PLAYER_FENRIR_ATTACK_DARKLORD_SWORD, // АП№Э°ш°Э - ґЩЕ©·Оµе Её°Э(ЗСјХ °ш°Э)
    PLAYER_FENRIR_ATTACK_DARKLORD_TELEPORT, // АП№Э°ш°Э - ґЩЕ©·Оµе ЖДЖј јТИЇ
    PLAYER_FENRIR_ATTACK_DARKLORD_FLASH, // АП№Э°ш°Э - ґЩЕ©·Оµе ѕЖДнѕЖЗГ·ЎЅ¬
    PLAYER_FENRIR_ATTACK_TWO_SWORD, // АП№Э°ш°Э - µОјХД® °ш°Э(±в»з)
    PLAYER_FENRIR_ATTACK_MAGIC, // АП№Э°ш°Э - ё¶№э °ш°Э(ё¶№э»з)
    PLAYER_FENRIR_ATTACK_CROSSBOW, // АП№Э°ш°Э - ј®±Г °ш°Э(їдБ¤)
    PLAYER_FENRIR_ATTACK_SPEAR, // АП№Э°ш°Э - Гў °ш°Э(±в»з)
    PLAYER_FENRIR_ATTACK_ONE_SWORD, // АП№Э°ш°Э - ЗСјХД® °ш°Э(±в»з)
    PLAYER_FENRIR_ATTACK_BOW, //  АП№Э°ш°Э - И° °ш°Э(їдБ¤)
    PLAYER_FENRIR_SKILL, // ЅєЕі°ш°Э - ёЗјХ
    PLAYER_FENRIR_SKILL_TWO_SWORD, // ЅєЕі°ш°Э - ѕзјХД®
    PLAYER_FENRIR_SKILL_ONE_RIGHT, // ЅєЕі°ш°Э - ЗСјХ їАёҐВК(100)
    PLAYER_FENRIR_SKILL_ONE_LEFT, // ЅєЕі°ш°Э - ЗСјХ їЮВК
    PLAYER_FENRIR_DAMAGE, // µҐ№МБц - ёЗјХ
    PLAYER_FENRIR_DAMAGE_TWO_SWORD, // µҐ№МБц - ѕзјХД®
    PLAYER_FENRIR_DAMAGE_ONE_RIGHT, // µҐ№МБц - ЗСјХ їАёҐВК
    PLAYER_FENRIR_DAMAGE_ONE_LEFT, // µҐ№МБц - ЗСјХ їЮВК
    PLAYER_FENRIR_RUN, // ґЮё®±в - ёЗјХ(110)
    PLAYER_FENRIR_RUN_TWO_SWORD, // ґЮё®±в - ѕзјХД®
    PLAYER_FENRIR_RUN_ONE_RIGHT, // ґЮё®±в - ЗСјХ їАёҐВК
    PLAYER_FENRIR_RUN_ONE_LEFT, // ґЮё®±в - ЗСјХ їЮВК
    PLAYER_FENRIR_RUN_MAGOM, // ґЮё®±в - ёЗјХ_ё¶°Л(114)
    PLAYER_FENRIR_RUN_TWO_SWORD_MAGOM, // ґЮё®±в - ѕзјХ_ё¶°Л
    PLAYER_FENRIR_RUN_ONE_RIGHT_MAGOM, // ґЮё®±в - їАёҐјХ_ё¶°Л
    PLAYER_FENRIR_RUN_ONE_LEFT_MAGOM, // ґЮё®±в - їЮјХ_ё¶°Л
    PLAYER_FENRIR_RUN_ELF, // ґЮё®±в - ёЗјХ_ї¤ЗБ
    PLAYER_FENRIR_RUN_TWO_SWORD_ELF, // ґЮё®±в - ѕзјХ_ї¤ЗБ
    PLAYER_FENRIR_RUN_ONE_RIGHT_ELF, // ґЮё®±в - їАёҐјХ_ї¤ЗБ
    PLAYER_FENRIR_RUN_ONE_LEFT_ELF, // ґЮё®±в - їЮјХ_ї¤ЗБ
    PLAYER_FENRIR_STAND, //  Б¤Бц - ёЗјХ
    PLAYER_FENRIR_STAND_TWO_SWORD, // Б¤Бц - ѕзјХД®
    PLAYER_FENRIR_STAND_ONE_RIGHT, // Б¤Бц - ЗСјХ їАёҐВК
    PLAYER_FENRIR_STAND_ONE_LEFT, //  Б¤Бц - ЗСјХ їЮВК
    PLAYER_FENRIR_WALK, // °И±в - ёЗјХ
    PLAYER_FENRIR_WALK_TWO_SWORD, // °И±в - ѕзјХД®
    PLAYER_FENRIR_WALK_ONE_RIGHT, // °И±в - ЗСјХ їАёҐВК
    PLAYER_FENRIR_WALK_ONE_LEFT, // °И±в - ЗСјХ їЮВК(129)

    PLAYER_ATTACK_BOW_UP ,   //  И°·О ЗПґГ·О ЗвЗШј­ °ш°Э
    PLAYER_ATTACK_CROSSBOW_UP       ,   //  ј®±ГАё·О ЗПґГ·О ЗвЗШј­ °ш°Э
    PLAYER_ATTACK_FLY_BOW_UP ,   //  іЇ°і ґЮ°н И°·О ЗПґГ·О ЗвЗШј­ °ш°Э
    PLAYER_ATTACK_FLY_CROSSBOW_UP   ,   //  іЇ°і ґЮ°н ј®±ГАё·О ЗПґГ·О ЗвЗШј­ °ш°Э
    PLAYER_ATTACK_RIDE_BOW_UP       ,   //  ё»Её°н И°·О ЗПґГ·О ЗвЗШј­ °ш°Э
    PLAYER_ATTACK_RIDE_CROSSBOW_UP  ,   //  ё»Её°н ј®±ГАё·О ЗПґГ·О ЗвЗШј­ °ш°Э
    PLAYER_ATTACK_ONE_FLASH         ,   //  ±вё¶°Л АПј¶°ш°Э.
    PLAYER_ATTACK_RUSH              ,   //  ±в»з µ№°Э °ш°Э.
    PLAYER_ATTACK_DEATH_CANNON      ,   //  №эё¶°Л ё¶ј¶±¤.
    PLAYER_ATTACK_REMOVAL           ,   //  ё¶ЅєЕН ЅєЕі Б¦°Е ё¶№э.
    PLAYER_ATTACK_STUN              ,   //  ЅєЕЩ ЗШБ¦
    PLAYER_HIGH_SHOCK               ,   //  ЅЙ°ўЗС Гж°Э Иї°ъ.(142)

    // ГЯ°ЎµЗґВ µОјХ №«±в ѕЦґПёЮАМјЗ.
    PLAYER_STOP_TWO_HAND_SWORD_TWO ,
    PLAYER_WALK_TWO_HAND_SWORD_TWO ,
    PLAYER_RUN_TWO_HAND_SWORD_TWO ,
    PLAYER_ATTACK_TWO_HAND_SWORD_TWO,

    PLAYER_SKILL_HAND1              ,
    PLAYER_SKILL_HAND2 ,
    PLAYER_SKILL_WEAPON1    ,
    PLAYER_SKILL_WEAPON2     , //(150)
    PLAYER_SKILL_ELF1 , // ї¤ЗБ : °ш°Э·Вѕч/№Яѕо·Вѕч/Иъёµ
    PLAYER_SKILL_TELEPORT      ,
    PLAYER_SKILL_FLASH          ,
    PLAYER_SKILL_INFERNO            ,
    PLAYER_SKILL_HELL          ,
    PLAYER_RIDE_SKILL               ,
    // јТИЇјъ»з Аьїл ЅєЕі.
    PLAYER_SKILL_SLEEP ,
    PLAYER_SKILL_SLEEP_UNI ,
    PLAYER_SKILL_SLEEP_DINO ,
    PLAYER_SKILL_SLEEP_FENRIR ,
    PLAYER_SKILL_CHAIN_LIGHTNING ,
    PLAYER_SKILL_CHAIN_LIGHTNING_UNI,
    PLAYER_SKILL_CHAIN_LIGHTNING_DINO,
    PLAYER_SKILL_CHAIN_LIGHTNING_FENRIR,
    PLAYER_SKILL_LIGHTNING_ORB ,
    PLAYER_SKILL_LIGHTNING_ORB_UNI ,
    PLAYER_SKILL_LIGHTNING_ORB_DINO ,
    PLAYER_SKILL_LIGHTNING_ORB_FENRIR,
    PLAYER_SKILL_DRAIN_LIFE , // јТИЇјъ»з : µе·№АО¶уАМЗБ
    PLAYER_SKILL_DRAIN_LIFE_UNI ,
    PLAYER_SKILL_DRAIN_LIFE_DINO ,
    PLAYER_SKILL_DRAIN_LIFE_FENRIR ,
    // јТИЇјъ»з јТИЇ µїАЫ.
    PLAYER_SKILL_SUMMON ,
    PLAYER_SKILL_SUMMON_UNI ,
    PLAYER_SKILL_SUMMON_DINO ,
    PLAYER_SKILL_SUMMON_FENRIR ,

    #ifdef ADD_NEW_SKILL_SEASON4
    PLAYER_SKILL_BLOW_OF_DESTRUCTION, // ЖД±«АЗ АП°Э
    PLAYER_SKILL_SWELL_OF_MP , // ё¶·В Бхґл
    PLAYER_SKILL_MULTISHOT_BOW_STAND, // ёЦЖјј¦
    PLAYER_SKILL_MULTISHOT_BOW_FLYING,
    PLAYER_SKILL_MULTISHOT_CROSSBOW_STAND,
    PLAYER_SKILL_MULTISHOT_CROSSBOW_FLYING,
    PLAYER_SKILL_RECOVERY , // ЅЗµе Иёє№ Бхґл
    PLAYER_SKILL_GIGANTICSTORM , // ±в°ЈЖЅЅєЕи
    PLAYER_SKILL_FLAMESTRIKE , // ЗГ·ЎАУЅєЖ®¶уАМЕ©
    PLAYER_SKILL_LIGHTNING_SHOCK , // ¶уАМЖ®ґЧјоЕ©
    #endif // ADD_NEW_SKILL_SEASON4
    #ifdef YDG_ADD_SKILL_RIDING_ANIMATIONS
    PLAYER_SKILL_GIGANTICSTORM_UNI , // ±в°ЈЖЅЅєЕи ЕѕЅВГЯ°Ў
    PLAYER_SKILL_GIGANTICSTORM_DINO ,
    PLAYER_SKILL_GIGANTICSTORM_FENRIR ,
    PLAYER_ATTACK_SKILL_WHEEL_UNI , // ИёїАё®єЈ±в єн·ЇµеѕоЕГ ЕѕЅВГЯ°Ў
    PLAYER_ATTACK_SKILL_WHEEL_DINO ,
    PLAYER_ATTACK_SKILL_WHEEL_FENRIR ,
    #endif // YDG_ADD_SKILL_RIDING_ANIMATIONS
    PLAYER_DEFENSE1                 ,
    PLAYER_GREETING1                ,
    PLAYER_GREETING_FEMALE1        ,
    PLAYER_GOODBYE1                , //(160)
    PLAYER_GOODBYE_FEMALE1          ,
    PLAYER_CLAP1                  ,//№Ъјц
    PLAYER_CLAP_FEMALE1             ,
    PLAYER_CHEER1                   ,//ИЇИЈ
    PLAYER_CHEER_FEMALE1            ,
    PLAYER_DIRECTION1               ,
    PLAYER_DIRECTION_FEMALE1        ,
    PLAYER_GESTURE1                 ,
    PLAYER_GESTURE_FEMALE1        ,
    PLAYER_UNKNOWN1                , //(170)
    PLAYER_UNKNOWN_FEMALE1          ,
    PLAYER_CRY1                    ,//
    PLAYER_CRY_FEMALE1              ,
    PLAYER_AWKWARD1                 ,//ѕо»ц
    PLAYER_AWKWARD_FEMALE1          ,
    PLAYER_SEE1                     ,
    PLAYER_SEE_FEMALE1              ,
    PLAYER_WIN1                     ,
    PLAYER_WIN_FEMALE1            ,
    PLAYER_SMILE1                  , //(180)
    PLAYER_SMILE_FEMALE1            ,
    PLAYER_SLEEP1                  ,
    PLAYER_SLEEP_FEMALE1            ,
    PLAYER_COLD1                    ,
    PLAYER_COLD_FEMALE1             ,
    PLAYER_AGAIN1                   ,
    PLAYER_AGAIN_FEMALE1            ,
    PLAYER_RESPECT1                 ,//°жАЗ
    PLAYER_SALUTE1                ,//°ж·К
    PLAYER_SCISSORS   , // °ЎА§ (µїАЫ јшј­ ѕИёВАёёй SetActionClass() Вь°н) (190)
    PLAYER_ROCK     , // №ЩА§ (°ијУ ·зЗБ ѕИµЗ°Ф ЗП·Бёй PLAYER_SHOCKА§їЎ ГЯ°Ў)
    PLAYER_PAPER   , // єё
    PLAYER_HUSTLE , // АПє» ·№ЅЅ·Ї µїАЫ -_-
    PLAYER_PROVOCATION ,
    PLAYER_LOOK_AROUND ,
    PLAYER_CHEERS ,
    #ifdef WORLDCUP_ADD
    PLAYER_KOREA_HANDCLAP ,
    PLAYER_POINT_DANCE ,
    #endif //WORLDCUP_ADD
    PLAYER_RUSH1                    ,
    PLAYER_COME_UP                  ,
    PLAYER_SHOCK                    ,
    PLAYER_DIE1                     ,
    PLAYER_DIE2                     ,
    PLAYER_SIT1                    ,
    PLAYER_SIT2                    ,
    PLAYER_SIT_FEMALE1              ,
    PLAYER_SIT_FEMALE2            ,
    PLAYER_HEALING1                 ,
    PLAYER_HEALING_FEMALE1          ,
    PLAYER_POSE1                    ,
    PLAYER_POSE_FEMALE1             ,
    PLAYER_JACK_1 , // ё¶єэАМ µїАЫ1
    PLAYER_JACK_2 , // ё¶єэАМ µїАЫ2
    PLAYER_SANTA_1 , // БЎЗБ µїАЫ
    PLAYER_SANTA_2 , // ЕП µїАЫ
    PLAYER_CHANGE_UP ,
    #ifdef PJH_SEASON4_SPRITE_NEW_SKILL_RECOVER
    PLAYER_RECOVER_SKILL ,
    #endif //PJH_SEASON4_SPRITE_NEW_SKILL_RECOVER
    #ifdef PBG_ADD_NEWCHAR_MONK_SKILL
    PLAYER_SKILL_THRUST ,
    PLAYER_SKILL_STAMP ,
    PLAYER_SKILL_GIANTSWING ,
    PLAYER_SKILL_DARKSIDE_READY ,
    PLAYER_SKILL_DARKSIDE_ATTACK ,
    PLAYER_SKILL_DRAGONKICK ,
    PLAYER_SKILL_DRAGONLORE ,
    PLAYER_SKILL_PHOENIX_SHOT ,
    PLAYER_SKILL_ATT_UP_OURFORCES ,
    PLAYER_SKILL_HP_UP_OURFORCES ,
    // ·№АМБц ЖДАМЕН °ь·Г ѕЦґП
    PLAYER_RAGE_UNI_ATTACK ,
    PLAYER_RAGE_UNI_ATTACK_ONE_RIGHT,
    PLAYER_RAGE_UNI_RUN ,
    PLAYER_RAGE_UNI_RUN_ONE_RIGHT ,
    PLAYER_RAGE_UNI_STOP_ONE_RIGHT ,
    PLAYER_RAGE_FENRIR ,
    PLAYER_RAGE_FENRIR_TWO_SWORD ,
    PLAYER_RAGE_FENRIR_ONE_RIGHT ,
    PLAYER_RAGE_FENRIR_ONE_LEFT ,
    PLAYER_RAGE_FENRIR_WALK ,
    PLAYER_RAGE_FENRIR_WALK_ONE_RIGHT,
    PLAYER_RAGE_FENRIR_WALK_ONE_LEFT,
    PLAYER_RAGE_FENRIR_WALK_TWO_SWORD,
    PLAYER_RAGE_FENRIR_RUN ,
    PLAYER_RAGE_FENRIR_RUN_TWO_SWORD,
    PLAYER_RAGE_FENRIR_RUN_ONE_RIGHT,
    PLAYER_RAGE_FENRIR_RUN_ONE_LEFT ,
    PLAYER_RAGE_FENRIR_STAND ,
    PLAYER_RAGE_FENRIR_STAND_TWO_SWORD,
    PLAYER_RAGE_FENRIR_STAND_ONE_RIGHT,
    PLAYER_RAGE_FENRIR_STAND_ONE_LEFT,
    PLAYER_RAGE_FENRIR_DAMAGE ,
    PLAYER_RAGE_FENRIR_DAMAGE_TWO_SWORD,
    PLAYER_RAGE_FENRIR_DAMAGE_ONE_RIGHT,
    PLAYER_RAGE_FENRIR_DAMAGE_ONE_LEFT,
    PLAYER_RAGE_FENRIR_ATTACK_RIGHT ,
    PLAYER_STOP_RAGEFIGHTER ,
    #endif //PBG_ADD_NEWCHAR_MONK_SKILL
    MAX_PLAYER_ACTION               ,
    };
    //ai end

    Gracias:


    Offline massironimatias #78 Posteado: January 02, 2022, 01:27:16 PM

    • 0 puntos por ventas
    • *
    • Rank: Dedicado
    • Posts: 43
    • Gracias recibida: 28
    • ar
    Save screenshots in Folder ./ScreenShots

    ZzzOpenglUtil.cpp
    Code: [Select]
    void SaveScreen()
    {
    GrabFirst = true;

    /*if(!GrabFirst)
    {
    GrabFirst = true;
    for(int i=0;i<10000;i++)
    {
    GrabScreen = i;
    if(GrabScreen<10)
    sprintf(GrabFileName,"Screen000%d",GrabScreen);
    else if(GrabScreen<100)
    sprintf(GrabFileName,"Screen00%d",GrabScreen);
    else if(GrabScreen<1000)
    sprintf(GrabFileName,"Screen0%d",GrabScreen);
    else
    sprintf(GrabFileName,"Screen%d",GrabScreen);

    strcat( GrabFileName, lpszFileName);
    FILE *fp = fopen(GrabFileName,"rb");
    if(fp==NULL)
    break;
    else
    fclose(fp);
    }
    }
    else
    {
    if(GrabScreen<10)
    sprintf(GrabFileName,"Screen000%d",GrabScreen);
    else if(GrabScreen<100)
    sprintf(GrabFileName,"Screen00%d",GrabScreen);
    else if(GrabScreen<1000)
    sprintf(GrabFileName,"Screen0%d",GrabScreen);
    else
    sprintf(GrabFileName,"Screen%d",GrabScreen);

    strcat( GrabFileName, lpszFileName);
    }*/

    unsigned char *Buffer = new unsigned char [(int)WindowWidth*(int)WindowHeight*3];
    glReadPixels(0,0,(int)WindowWidth,(int)WindowHeight,GL_RGB,GL_UNSIGNED_BYTE,Buffer);
    char GrabFullPath[MAX_PATH]; // Masio
    strcpy(GrabFullPath, "Screenshots\\"); // Masio
    strcat(GrabFullPath, GrabFileName); // Masio
    WriteJpeg(GrabFullPath, (int)WindowWidth, (int)WindowHeight, Buffer, 100);

    SAFE_DELETE_ARRAY(Buffer);

    GrabScreen++;
    GrabScreen %= 10000;
    }

    Gracias:


    Offline LTP Team #79 Posteado: January 02, 2022, 02:18:12 PM

    • C++ Coder
    • 0 puntos por ventas
    • *
    • *
    • Rank: Liga mayor
    • Posts: 197
    • Gracias recibida: 3849
    • ru
    Fix SaveScreen crash on big resolutions

    Code: [Select]
    void SaveScreen()
    {
    GrabFirst = true;

    auto Buffer = new unsigned char [WindowWidth * WindowHeight * 4];

    glReadPixels(0,0,WindowWidth,WindowHeight,GL_RGBA,GL_UNSIGNED_BYTE,&Buffer[0]);

    auto BufferNew = new unsigned char[WindowWidth * WindowHeight * 3];

    int counter = 0;
    for(int i = 0; i < WindowWidth * WindowHeight * 4; i+=4)
    {
    BufferNew[counter + 0] = Buffer[i + 0];
    BufferNew[counter + 1] = Buffer[i + 1];
    BufferNew[counter + 2] = Buffer[i + 2];

    counter += 3;
    }

    WriteJpeg(GrabFileName,WindowWidth,WindowHeight,&BufferNew[0],100);

    SAFE_DELETE_ARRAY(Buffer);
    SAFE_DELETE_ARRAY(BufferNew);

    GrabScreen++;
    GrabScreen %= 10000;
    }

    Gracias:


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