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__item_animate_fix

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ModelObject.cpp - CModelObject::Render()
Code:
	nNextFrame = GetNextFrame();
	pd3dDevice->SetMaterial( g_TextureMng.GetMaterial( pd3dDevice, 0 ) );

	D3DXVECTOR3 vec3LightBackup = D3DXVECTOR3( s_vLight[0], s_vLight[1], s_vLight[2] );
	D3DXVECTOR4 vec4Diffuse = D3DXVECTOR4( s_fDiffuse[0], s_fDiffuse[1], s_fDiffuse[2], s_fDiffuse[3] );;
	
	// ¿¤¸®¸ÕÆ®¿£ ½ºÅ²,ÀϹÝ,¸ðÇÎ ½ÉÁö¾î´Â ÆÄƼŬ±îÁöµµ Æ÷ÇԵɼöÀÖ´Ù.
	for( i = 0; i < MAX_ELEMENT; i ++ )
	{
		pElem = &m_Element[i];	

#ifdef __ITEM_ANIMATE_FIX
		if (pElem->m_nPartsIdx == PARTS_RWEAPON || pElem->m_nPartsIdx == PARTS_LWEAPON || pElem->m_nPartsIdx == PARTS_SHIELD)
			continue;
#endif		

		pObject3D = pElem->m_pObject3D;
		if( pObject3D == NULL )		
			continue;

		if( pElem->m_nEffect & XE_HIDE )	
			continue;

ModelObject.cpp - CModelObject::Render()
Code:
#endif //__YENV
		} else

		if( pElem->m_nPartsIdx == PARTS_CLOAK )
			g_ModelGlobal.SetTexture( NULL );
	}
#ifdef __ITEM_ANIMATE_FIX
	for (i = 0; i < MAX_ELEMENT; i++)
	{
		pElem = &m_Element[i];

		if (pElem->m_nPartsIdx != PARTS_RWEAPON && pElem->m_nPartsIdx != PARTS_LWEAPON &&pElem->m_nPartsIdx != PARTS_SHIELD)
			continue;


		pObject3D = pElem->m_pObject3D;
		if (pObject3D == NULL)
			continue;

		if (pElem->m_nEffect & XE_HIDE)
			continue;

		pObject3D->m_nNoTexture = 0; // m_nNoTexture;
		pObject3D->m_nNoEffect = m_nNoEffect;
		// »À´ë¿¡ ¸µÅ©µÇ¾î ÀÖ´Ù.

		if (pElem->m_nParentIdx != -1)     // º»ÀÇ À妽º¸¦ ¶æÇÑ´Ù.
		{
			m1 = m_mUpdateBone[pElem->m_nParentIdx] * *mWorld;        // »À´ë¿¡ ¸µÅ©µÇ¾î ÀÖ´Ù¸é »À´ëÀ§Ä¡°¡ ¼¾ÅÍ°¡ µÈ´Ù.

			if (pElem->m_nParentIdx == GetRHandIdx())
			{

				m1 = pElem->m_mLocalRH * m1;

			}
			else if (pElem->m_nParentIdx == GetLHandIdx())
			{

				m1 = pElem->m_mLocalLH * m1;

			}
			else if (pElem->m_nParentIdx == GetLArmIdx())
			{
				m1 = pElem->m_mLocalShield * m1;
			}
			else if (pElem->m_nParentIdx == GetRArmIdx())
			{

				m1 = pElem->m_mLocalKnuckle * m1;
			}
		}
		else
			m1 = *mWorld;


		if (m_pBone)
			pObject3D->SetExternBone(m_mUpdateBone, m_pBaseBoneInv);  // ¿ÜÀ庻ÀÌ ÀÖ´Ù¸é ±×°ÍÀ» ³Ñ°ÜÁØ´Ù.

		if (m_SparkInfo.m_bUsed)
		{
			SetLightVec(m_SparkInfo.m_v3SparkDir);

			D3DXVECTOR3 vec3Diffuse;
			D3DXVec3Lerp(&vec3Diffuse, &D3DXVECTOR3(0.0f, 0.0f, 0.0f), &m_SparkInfo.m_v3Color, m_SparkInfo.m_fLerp);
			SetDiffuse(vec3Diffuse.x, vec3Diffuse.y, vec3Diffuse.z);
		}

		pObject3D->Render(pd3dDevice, pElem->m_ppd3d_VBSel, m_fFrameCurrent, nNextFrame, &m1, pElem->m_nEffect, dwBlendFactor);

		pObject3D->m_nNoEffect = 0;

	}
#endif

0 support will be given by me as you guys never hit the thanks button and(or) say thanks in general.
 
Last edited:
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