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Autor Topic: Blood Castle GM Effect bug fix (5.2 sources)  (Visto 906 veces)

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Offline komandirbk Posteado: June 27, 2025, 02:20:47 AM

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Here is fix for 5.2 client sources

Before

After



Discord: brain_off

Offline SPK #1 Posteado: June 27, 2025, 02:34:51 AM

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Press V ( open Inventory )
Inventory have Items: Wing 2 and Wing 3 DK -> Wait 2s :D


Offline komandirbk #2 Posteado: June 27, 2025, 02:45:01 AM

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Press V ( open Inventory )
Inventory have Items: Wing 2 and Wing 3 DK -> Wait 2s :D


?????????????

Discord: brain_off

Gracias:


Offline nujd00 #3 Posteado: June 27, 2025, 04:27:00 AM

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Press V ( open Inventory )
Inventory have Items: Wing 2 and Wing 3 DK -> Wait 2s :D


?????????????


share source file

NUJD RABAGO

Offline xlockee #4 Posteado: June 27, 2025, 12:18:54 PM

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Faltando alguns arquivos gg ja mando pra voc~es com coreção

Gracias:


Offline xlockee #5 Posteado: June 27, 2025, 12:24:48 PM

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CSChaosCastle.cpp adicione

bool InBloodCastleCheckingGMAndWings(int iMap)
{
    switch (iMap)
    {
    case WD_11BLOODCASTLE1:
    case WD_11BLOODCASTLE1 + 1:
    case WD_11BLOODCASTLE1 + 2:
    case WD_11BLOODCASTLE1 + 3:
    case WD_11BLOODCASTLE1 + 4:
    case WD_11BLOODCASTLE1 + 5:
    case WD_11BLOODCASTLE_END:
    case WD_52BLOODCASTLE_MASTER_LEVEL:
    {
        if ((Hero->CtlCode & CTLCODE_20OPERATOR))
        {
            return true;
        }
    }
    break;
    }

    return false;
}

CSChaosCastle.h adicione

bool   InBloodCastleCheckingGMAndWings(int iMap);


e em ZzzCharacter.cpp procure por if (gMapManager.InBloodCastle() && c->EtcPart != 0) e adicione abaixo coloquei o código completo para vocês só utilizar

      if ((gMapManager.InBloodCastle() && c->EtcPart != 0) || (InBloodCastleCheckingGMAndWings(gMapManager.WorldActive) && c->EtcPart != 0))
      {
         PART_t *w = &c->Wing;

         int iType = 0;
         int iLevel = 0;
         int iOption1 = 0;

         w->LinkBone = 47;
         if(o->CurrentAction == PLAYER_FLY || o->CurrentAction == PLAYER_FLY_CROSSBOW)
            w->PlaySpeed = 1.f;
         else
            w->PlaySpeed = 0.25f;

            switch ( c->EtcPart )
            {
            case 1: iType = MODEL_STAFF+10; break;
            case 2: iType = MODEL_SWORD+19; break;
            case 3: iType = MODEL_BOW+18; break;
            }

         if (iType != 0)
            RenderLinkObject(0.f,0.f,15.f, c, w, iType, iLevel, iOption1, true, bTranslate);
        }


By GabrielC

Gracias:


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