ADD NEWS BARRICADES
- Open WarZ.slnFind:
Code:
wpn->getItemID() == WeaponConfig::ITEMID_SandbagBarricade)
Replace:
Code:
wpn->getItemID() == WeaponConfig::ITEMID_SandbagBarricade || wpn->getItemID() == WeaponConfig::ITEMID_BlockDoorWood ||
wpn->getItemID() == WeaponConfig::ITEMID_BlockLight ||
wpn->getItemID() == WeaponConfig::ITEMID_BlockSolarWater ||
wpn->getItemID() == WeaponConfig::ITEMID_BlockWallBrickShort ||
wpn->getItemID() == WeaponConfig::ITEMID_BlockWallBrick ||
wpn->getItemID() == WeaponConfig::ITEMID_BlockWallMetal ||
wpn->getItemID() == WeaponConfig::ITEMID_BlockWallWood)
Find:
Code:
wi.itemID == WeaponConfig::ITEMID_SandbagBarricade)
Replace:
Code:
wi.itemID == WeaponConfig::ITEMID_SandbagBarricade || wi.itemID == WeaponConfig::ITEMID_BlockDoorWood ||
wi.itemID == WeaponConfig::ITEMID_BlockLight ||
wi.itemID == WeaponConfig::ITEMID_BlockSolarWater ||
wi.itemID == WeaponConfig::ITEMID_BlockWallBrickShort ||
wi.itemID == WeaponConfig::ITEMID_BlockWallBrick ||
wi.itemID == WeaponConfig::ITEMID_BlockWallMetal ||
wi.itemID == WeaponConfig::ITEMID_BlockWallWood)
Find:
Code:
else if(m_needToDrawBarricadePlacement == WeaponConfig::ITEMID_SandbagBarricade) {
if(m_BarricadeMeshPlacement == NULL)
m_BarricadeMeshPlacement = r3dGOBAddMesh("Data\\ObjectsDepot\\Weapons\\item_barricade_Sandbag_built.sco", true, false, true, true );
riotMesh = m_BarricadeMeshPlacement;
}
Add below:
Code:
else if(m_needToDrawBarricadePlacement == WeaponConfig::ITEMID_BlockDoorWood) {
if(m_BarricadeMeshPlacement == NULL)
m_BarricadeMeshPlacement = r3dGOBAddMesh("Data\\ObjectsDepot\\Weapons\\block_door_wood_2m_01.sco", true, false, true, true );
riotMesh = m_BarricadeMeshPlacement;
}
else if(m_needToDrawBarricadePlacement == WeaponConfig::ITEMID_BlockLight)
{
if(m_BarricadeMeshPlacement == NULL)
m_BarricadeMeshPlacement = r3dGOBAddMesh("Data\\ObjectsDepot\\Weapons\\block_light_01.sco", true, false, true, true );
riotMesh = m_BarricadeMeshPlacement;
}
else if(m_needToDrawBarricadePlacement == WeaponConfig::ITEMID_BlockSolarWater)
{
if(m_BarricadeMeshPlacement == NULL)
m_BarricadeMeshPlacement = r3dGOBAddMesh("Data\\ObjectsDepot\\Weapons\\block_solarwater_01.sco", true, false, true, true );
riotMesh = m_BarricadeMeshPlacement;
}
else if(m_needToDrawBarricadePlacement == WeaponConfig::ITEMID_BlockWallBrickShort)
{
if(m_BarricadeMeshPlacement == NULL)
m_BarricadeMeshPlacement = r3dGOBAddMesh("Data\\ObjectsDepot\\Weapons\\block_wall_brick_short_01.sco", true, false, true, true );
riotMesh = m_BarricadeMeshPlacement;
}
else if(m_needToDrawBarricadePlacement == WeaponConfig::ITEMID_BlockWallBrick)
{
if(m_BarricadeMeshPlacement == NULL)
m_BarricadeMeshPlacement = r3dGOBAddMesh("Data\\ObjectsDepot\\Weapons\\block_wall_brick_tall_01.sco", true, false, true, true );
riotMesh = m_BarricadeMeshPlacement;
}
else if(m_needToDrawBarricadePlacement == WeaponConfig::ITEMID_BlockWallMetal)
{
if(m_BarricadeMeshPlacement == NULL)
m_BarricadeMeshPlacement = r3dGOBAddMesh("Data\\ObjectsDepot\\Weapons\\block_wall_metal_2m_01.sco", true, false, true, true );
riotMesh = m_BarricadeMeshPlacement;
}
else if(m_needToDrawBarricadePlacement == WeaponConfig::ITEMID_BlockWallWood)
{
if(m_BarricadeMeshPlacement == NULL)
m_BarricadeMeshPlacement = r3dGOBAddMesh("Data\\ObjectsDepot\\Weapons\\block_wall_wood_2m_01.sco", true, false, true, true );
riotMesh = m_BarricadeMeshPlacement;
}
Code:
else if(m_ItemID == WeaponConfig::ITEMID_SandbagBarricade)
m_PrivateModel = r3dGOBAddMesh("Data\\ObjectsDepot\\Weapons\\item_barricade_Sandbag_built.sco", true, false, true, true );
Add below:
Code:
else if(m_ItemID == WeaponConfig::ITEMID_BlockDoorWood) m_PrivateModel = r3dGOBAddMesh("Data\\ObjectsDepot\\Weapons\\block_door_wood_2m_01.sco", true, false, true, true );
else if(m_ItemID == WeaponConfig::ITEMID_BlockLight)
m_PrivateModel = r3dGOBAddMesh("Data\\ObjectsDepot\\Weapons\\block_light_01.sco", true, false, true, true );
else if(m_ItemID == WeaponConfig::ITEMID_BlockSolarWater)
m_PrivateModel = r3dGOBAddMesh("Data\\ObjectsDepot\\Weapons\\block_solarwater_01.sco", true, false, true, true );
else if(m_ItemID == WeaponConfig::ITEMID_BlockWallBrickShort)
m_PrivateModel = r3dGOBAddMesh("Data\\ObjectsDepot\\Weapons\\block_wall_brick_short_01.sco", true, false, true, true );
else if(m_ItemID == WeaponConfig::ITEMID_BlockWallBrick)
m_PrivateModel = r3dGOBAddMesh("Data\\ObjectsDepot\\Weapons\\block_wall_brick_tall_01.sco", true, false, true, true );
else if(m_ItemID == WeaponConfig::ITEMID_BlockWallMetal)
m_PrivateModel = r3dGOBAddMesh("Data\\ObjectsDepot\\Weapons\\block_wall_metal_2m_01.sco", true, false, true, true );
else if(m_ItemID == WeaponConfig::ITEMID_BlockWallWood)
m_PrivateModel = r3dGOBAddMesh("Data\\ObjectsDepot\\Weapons\\block_wall_wood_2m_01.sco", true, false, true, true );
Find:
Code:
ITEMID_SandbagBarricade = 101324,
Add below:
Code:
ITEMID_BlockDoorWood = 101371, ITEMID_BlockLight = 101373,
ITEMID_BlockSolarWater = 101376,
ITEMID_BlockWallBrickShort = 101377,
ITEMID_BlockWallBrick = 101378,
ITEMID_BlockWallMetal = 101379,
ITEMID_BlockWallWood = 101380,
Find:
Code:
wi.itemID == WeaponConfig::ITEMID_SandbagBarricade)
Replace:
Code:
wi.itemID == WeaponConfig::ITEMID_SandbagBarricade || wi.itemID == WeaponConfig::ITEMID_BlockDoorWood ||
wi.itemID == WeaponConfig::ITEMID_BlockLight ||
wi.itemID == WeaponConfig::ITEMID_BlockSolarWater ||
wi.itemID == WeaponConfig::ITEMID_BlockWallBrickShort ||
wi.itemID == WeaponConfig::ITEMID_BlockWallBrick ||
wi.itemID == WeaponConfig::ITEMID_BlockWallMetal ||
wi.itemID == WeaponConfig::ITEMID_BlockWallWood)
Find:
Code:
n.itemID == WeaponConfig::ITEMID_SandbagBarricade)
Replace:
Code:
n.itemID == WeaponConfig::ITEMID_SandbagBarricade || n.itemID == WeaponConfig::ITEMID_BlockDoorWood ||
n.itemID == WeaponConfig::ITEMID_BlockLight ||
n.itemID == WeaponConfig::ITEMID_BlockSolarWater ||
n.itemID == WeaponConfig::ITEMID_BlockWallBrickShort ||
n.itemID == WeaponConfig::ITEMID_BlockWallBrick ||
n.itemID == WeaponConfig::ITEMID_BlockWallMetal ||
n.itemID == WeaponConfig::ITEMID_BlockWallWood)
- Open WarZ_Server.sln
Find:
Code:
case WeaponConfig::ITEMID_SandbagBarricade:
Add below:
Code:
case WeaponConfig::ITEMID_BlockDoorWood:
case WeaponConfig::ITEMID_BlockLight:
case WeaponConfig::ITEMID_BlockSolarWater:
case WeaponConfig::ITEMID_BlockWallBrickShort:
case WeaponConfig::ITEMID_BlockWallBrick:
case WeaponConfig::ITEMID_BlockWallMetal:
case WeaponConfig::ITEMID_BlockWallWood:
Find:
Code:
ITEMID_SandbagBarricade = 101324,
Add below:
Code:
ITEMID_BlockDoorWood = 101371,
ITEMID_BlockLight = 101373,
ITEMID_BlockSolarWater = 101376,
ITEMID_BlockWallBrickShort = 101377,
ITEMID_BlockWallBrick = 101378,
ITEMID_BlockWallMetal = 101379,
ITEMID_BlockWallWood = 101380,
Find:
Code:
else if(m_ItemID == WeaponConfig::ITEMID_SandbagBarricade)
{
FileName = "Data\\ObjectsDepot\\Weapons\\item_barricade_Sandbag_built.sco";
bsize = r3dPoint3D(1.513974f, 1.057301f, 1.111396f);
}
Add below:
Code:
else if(m_ItemID == WeaponConfig::ITEMID_BlockDoorWood)
{
FileName = "Data\\ObjectsDepot\\Weapons\\block_door_wood_2m_01.sco";
bsize = r3dPoint3D(1.513974f, 1.057301f, 1.111396f);
}
else if(m_ItemID == WeaponConfig::ITEMID_BlockLight)
{
FileName = "Data\\ObjectsDepot\\Weapons\\block_light_01.sco";
bsize = r3dPoint3D(1.513974f, 1.057301f, 1.111396f);
}
else if(m_ItemID == WeaponConfig::ITEMID_BlockSolarWater)
{
FileName = "Data\\ObjectsDepot\\Weapons\\block_solarwater_01.sco";
bsize = r3dPoint3D(1.513974f, 1.057301f, 1.111396f);
}
else if(m_ItemID == WeaponConfig::ITEMID_BlockWallBrickShort)
{
FileName = "Data\\ObjectsDepot\\Weapons\\Block_Wall_Brick_Short_01.sco";
bsize = r3dPoint3D(1.513974f, 1.057301f, 1.111396f);
}
else if(m_ItemID == WeaponConfig::ITEMID_BlockWallBrick)
{
FileName = "Data\\ObjectsDepot\\Weapons\\block_wall_brick_tall_01.sco";
bsize = r3dPoint3D(1.513974f, 1.057301f, 1.111396f);
}
else if(m_ItemID == WeaponConfig::ITEMID_BlockWallMetal)
{
FileName = "Data\\ObjectsDepot\\Weapons\\block_wall_metal_2m_01.sco";
bsize = r3dPoint3D(1.513974f, 1.057301f, 1.111396f);
}
else if(m_ItemID == WeaponConfig::ITEMID_BlockWallWood)
{
FileName = "Data\\ObjectsDepot\\Weapons\\block_wall_wood_2m_01.sco";
bsize = r3dPoint3D(1.513974f, 1.057301f, 1.111396f);
}
Compile WarZ.sln and WarZ_Server.sln, finish.