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Sudden Attack - New Evolution Source By SdfSdf

Skilled Illusionist
Joined
May 6, 2012
Messages
309
Reaction score
33
Survival is implemented, but adding modes is pretty easy, the zombies are in the aibutes, but you still have to add the models etc. to modelbutes^^

P.S. thx sdfsdf but that's not my problem :S still have a peertopeer problem ... looks like my port forwarding is fking around : /
 
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Default Clan Symbol Fixed:

Search:
Code:
pUserItem->szClan[0]

Fix Edit:
Code:
	T_TEAM_ITEMptr pUserItem = new T_TEAM_ITEM;
	pUserItem->nIndex		= nIndex;
	pUserItem->nGrade		= nGrade;
	pUserItem->nTeamType	= nTeam;
	pUserItem->nState		= nState;
	pUserItem->bCaptain		= bCaptain;
	pUserItem->hMark		= LTNULL;
	pUserItem->szClan[0]	= LTTRUE;
	strcpy( pUserItem->szNick, szNick );

pUserItem->szClan[0] = LTNULL; EDİT = LTTRUE

Sdfsdf Sdfsdf - Sudden Attack - New Evolution Source By SdfSdf - RaGEZONE Forums
 
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Room Invite User Lists:

Search:
Code:
 case CMD_ROOM_BTN_INVITE:

Fix Edit:
Code:
if( LTFALSE == m_pPopupInvite->IsVisible() )
		{
			if( m_pListBlueTeam->GetPlayerCount()+m_pListRedTeam->GetPlayerCount() >= m_RoomOption.nMaxUsers )
			{
				g_pInterfaceMgr->ShowMessageBox( SA_TEXT_INVITE_ERROR, LTMB_OK, LTNULL, LTNULL );
				return 1;
			}

			m_nInviteUserCount = -1;
			m_pPopupInvite->CtrlShow();
			g_pInterfaceMgr->ShowMessageBox( SA_TEXT_GET_LOBBY_USER, LTNULL, LTNULL );
			g_Network.CS_GetLobbyUserList();
		}
		break;
 
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Start Game Map Screen:

Search:
Code:
 MODULE  : LoadingScreen.cpp

Fix Edit:
Code:
LTBOOL CLoadingScreen::Init()
{
	if (m_eCurState != STATE_NONE)
		return LTFALSE;

	MISSION* pMission = g_pMissionButeMgr->GetMission( g_GameDoc.GetCurrentMission() );
	char	szTemp[MAX_CS_FILENAME_LEN];

	if( pMission )
	{
		sprintf( szTemp, "%s_.dtx", pMission->szLayout );
	}
	else
	{
		szTemp[0] = LTNULL;
	}

	// ¹è°æÇÁ·¹ÀÓ »ı¼º
float	fX, fY, fW, fH;
	m_hFrame[0] = g_pInterfaceResMgr->GetTexture("SA_Interface\\Menu\\Loading\\common_1.dtx");
	SetupQuadUVs( m_PolyBack[0], m_hFrame[0], 0.0f, 0.0f, 1.0f, 1.0f );
	g_pDrawPrim->SetRGBA( &m_PolyBack[0], argbWhite );
	fX	= 0.0f*g_pInterfaceResMgr->GetXRatio();
	fY	= 0.0f*g_pInterfaceResMgr->GetXRatio();
	fW	= 512.0f*g_pInterfaceResMgr->GetXRatio();
	fH	= 512.0f*g_pInterfaceResMgr->GetYRatio();
	g_pDrawPrim->SetXYWH( &m_PolyBack[0], fX, fY, fW, fH );

	m_hFrame[1] = g_pInterfaceResMgr->GetTexture("SA_Interface\\Menu\\Loading\\common_2.dtx");
	SetupQuadUVs( m_PolyBack[1], m_hFrame[1], 0.0f, 0.0f, 1.0f, 1.0f );
	g_pDrawPrim->SetRGBA( &m_PolyBack[1], argbWhite );
	fX	= 512.0f*g_pInterfaceResMgr->GetXRatio();
	fY	= 0.0f*g_pInterfaceResMgr->GetYRatio();
	fW	= 256.0f*g_pInterfaceResMgr->GetXRatio();
	fH	= 512.0f*g_pInterfaceResMgr->GetYRatio();
	g_pDrawPrim->SetXYWH( &m_PolyBack[1], fX, fY, fW, fH );

	m_hFrame[2] = g_pInterfaceResMgr->GetTexture("SA_Interface\\Menu\\Loading\\common_3.dtx");
	SetupQuadUVs( m_PolyBack[2], m_hFrame[2], 0.0f, 0.0f, 1.0f, 1.0f );
	g_pDrawPrim->SetRGBA( &m_PolyBack[2], argbWhite );
	fX	= 768.0f*g_pInterfaceResMgr->GetXRatio();
	fY	= 0.0f*g_pInterfaceResMgr->GetXRatio();
	fW	= 32.0f*g_pInterfaceResMgr->GetYRatio();
	fH	= 512.0f*g_pInterfaceResMgr->GetYRatio();
	g_pDrawPrim->SetXYWH( &m_PolyBack[2], fX, fY, fW, fH );

	m_hFrame[3] = g_pInterfaceResMgr->GetTexture("SA_Interface\\Menu\\Loading\\common_4.dtx");
	SetupQuadUVs( m_PolyBack[3], m_hFrame[3], 0.0f, 0.0f, 1.0f, 1.0f );
	g_pDrawPrim->SetRGBA( &m_PolyBack[3], argbWhite );
	fX	= 0.0f*g_pInterfaceResMgr->GetXRatio();
	fY	= 512.0f*g_pInterfaceResMgr->GetYRatio();
	fW	= 512.0f*g_pInterfaceResMgr->GetXRatio();
	fH	= 64.0f*g_pInterfaceResMgr->GetYRatio();
	g_pDrawPrim->SetXYWH( &m_PolyBack[3], fX, fY, fW, fH );

	m_hFrame[4] = g_pInterfaceResMgr->GetTexture("SA_Interface\\Menu\\Loading\\common_5.dtx");
	SetupQuadUVs( m_PolyBack[4], m_hFrame[4], 0.0f, 0.0f, 1.0f, 1.0f );
	g_pDrawPrim->SetRGBA( &m_PolyBack[4], argbWhite );
	fX	= 512.0f*g_pInterfaceResMgr->GetXRatio();
	fY	= 512.0f*g_pInterfaceResMgr->GetYRatio();
	fW	= 256.0f*g_pInterfaceResMgr->GetXRatio();
	fH	= 64.0f*g_pInterfaceResMgr->GetYRatio();
	g_pDrawPrim->SetXYWH( &m_PolyBack[4], fX, fY, fW, fH );

	m_hFrame[5] = g_pInterfaceResMgr->GetTexture("SA_Interface\\Menu\\Loading\\common_6.dtx");
	SetupQuadUVs( m_PolyBack[5], m_hFrame[5], 0.0f, 0.0f, 1.0f, 1.0f );
	g_pDrawPrim->SetRGBA( &m_PolyBack[5], argbWhite );
	fX	= 768.0f*g_pInterfaceResMgr->GetXRatio();
	fY	= 512.0f*g_pInterfaceResMgr->GetYRatio();
	fW	= 32.0f*g_pInterfaceResMgr->GetXRatio();
	fH	= 64.0f*g_pInterfaceResMgr->GetYRatio();
	g_pDrawPrim->SetXYWH( &m_PolyBack[5], fX, fY, fW, fH );

	m_hFrame[6] = g_pInterfaceResMgr->GetTexture("SA_Interface\\Menu\\Loading\\common_7.dtx");
	SetupQuadUVs( m_PolyBack[6], m_hFrame[6], 0.0f, 0.0f, 1.0f, 1.0f );
	g_pDrawPrim->SetRGBA( &m_PolyBack[6], argbWhite );
	fX	= 0.0f*g_pInterfaceResMgr->GetXRatio();
	fY	= 576.0f*g_pInterfaceResMgr->GetYRatio();
	fW	= 512.0f*g_pInterfaceResMgr->GetXRatio();
	fH	= 32.0f*g_pInterfaceResMgr->GetYRatio();
	g_pDrawPrim->SetXYWH( &m_PolyBack[6], fX, fY, fW, fH );

	m_hFrame[7] = g_pInterfaceResMgr->GetTexture("SA_Interface\\Menu\\Loading\\common_8.dtx");
	SetupQuadUVs( m_PolyBack[7], m_hFrame[7], 0.0f, 0.0f, 1.0f, 1.0f );
	g_pDrawPrim->SetRGBA( &m_PolyBack[7], argbWhite );
	fX	= 512.0f*g_pInterfaceResMgr->GetXRatio();
	fY	= 576.0f*g_pInterfaceResMgr->GetYRatio();
	fW	= 256.0f*g_pInterfaceResMgr->GetXRatio();
	fH	= 32.0f*g_pInterfaceResMgr->GetYRatio();
	g_pDrawPrim->SetXYWH( &m_PolyBack[7], fX, fY, fW, fH );

	m_hFrame[8] = g_pInterfaceResMgr->GetTexture("SA_Interface\\Menu\\Loading\\common_9.dtx");
	SetupQuadUVs( m_PolyBack[8], m_hFrame[8], 0.0f, 0.0f, 1.0f, 1.0f );
	g_pDrawPrim->SetRGBA( &m_PolyBack[8], argbWhite );
	fX	= 768.0f*g_pInterfaceResMgr->GetXRatio();
	fY	= 576.0f*g_pInterfaceResMgr->GetYRatio();
	fW	= 32.0f*g_pInterfaceResMgr->GetXRatio();
	fH	= 32.0f*g_pInterfaceResMgr->GetYRatio();
	g_pDrawPrim->SetXYWH( &m_PolyBack[8], fX, fY, fW, fH );

	m_hFrame[9] = g_pInterfaceResMgr->GetTexture("SA_Interface\\Menu\\Loading\\FmLoading.dtx");
	SetupQuadUVs( m_PolyBack[9], m_hFrame[9], 0.0f, 0.0f, 1.0f, 1.0f );
	g_pDrawPrim->SetRGBA( &m_PolyBack[9], argbWhite );
	fX	= 38.0f*g_pInterfaceResMgr->GetXRatio();
	fY	= 543.0f*g_pInterfaceResMgr->GetYRatio();
	fW	= 128.0f*g_pInterfaceResMgr->GetXRatio();
	fH	= 16.0f*g_pInterfaceResMgr->GetYRatio();
	g_pDrawPrim->SetXYWH( &m_PolyBack[9], fX, fY, fW, fH );

	//[SPIKE] Loading Bar ===========================================
	m_hLoadingBar = g_pInterfaceResMgr->GetTexture("SA_INTERFACE\\Menu\\Loading\\progressbar.dtx");
	m_hCompleteText = g_pInterfaceResMgr->GetTexture("SA_INTERFACE\\Menu\\Loading\\FmCompleteText.dtx");
	g_pDrawPrim->SetRGBA( &m_LoadingPolyBar, argbWhite );
	g_pDrawPrim->SetUVWH( &m_LoadingPolyBar, 0.0f, 0.0f, 1.0f, 1.0f );	
	//[SPIKE] Loading Bar ===========================================

File: SA_INTERFACE\MENU\LOADING
Image download:

Example Add MapScreen: SA_INTERFACE\MENU\LOADING\tank_.dtx
Sdfsdf Sdfsdf - Sudden Attack - New Evolution Source By SdfSdf - RaGEZONE Forums
 
Last edited:
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Joined
May 6, 2012
Messages
309
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Start Game Map Screen:

Search:
Code:
 MODULE  : LoadingScreen.cpp

Fix Edit:
Code:
LTBOOL CLoadingScreen::Init()
{
	if (m_eCurState != STATE_NONE)
		return LTFALSE;

	MISSION* pMission = g_pMissionButeMgr->GetMission( g_GameDoc.GetCurrentMission() );
	char	szTemp[MAX_CS_FILENAME_LEN];

	if( pMission )
	{
		sprintf( szTemp, "%s\\%s.dtx", pMission->szLayout );
	}
	else
	{
		szTemp[0] = LTNULL;
	}

	// ¹è°æÇÁ·¹ÀÓ »ı¼º
float	fX, fY, fW, fH;
	m_hFrame[0] = g_pInterfaceResMgr->GetTexture("SA_Interface\\Menu\\Loading\\common_1.dtx");
	SetupQuadUVs( m_PolyBack[0], m_hFrame[0], 0.0f, 0.0f, 1.0f, 1.0f );
	g_pDrawPrim->SetRGBA( &m_PolyBack[0], argbWhite );
	fX	= 0.0f*g_pInterfaceResMgr->GetXRatio();
	fY	= 0.0f*g_pInterfaceResMgr->GetXRatio();
	fW	= 512.0f*g_pInterfaceResMgr->GetXRatio();
	fH	= 512.0f*g_pInterfaceResMgr->GetYRatio();
	g_pDrawPrim->SetXYWH( &m_PolyBack[0], fX, fY, fW, fH );

	m_hFrame[1] = g_pInterfaceResMgr->GetTexture("SA_Interface\\Menu\\Loading\\common_2.dtx");
	SetupQuadUVs( m_PolyBack[1], m_hFrame[1], 0.0f, 0.0f, 1.0f, 1.0f );
	g_pDrawPrim->SetRGBA( &m_PolyBack[1], argbWhite );
	fX	= 512.0f*g_pInterfaceResMgr->GetXRatio();
	fY	= 0.0f*g_pInterfaceResMgr->GetYRatio();
	fW	= 256.0f*g_pInterfaceResMgr->GetXRatio();
	fH	= 512.0f*g_pInterfaceResMgr->GetYRatio();
	g_pDrawPrim->SetXYWH( &m_PolyBack[1], fX, fY, fW, fH );

	m_hFrame[2] = g_pInterfaceResMgr->GetTexture("SA_Interface\\Menu\\Loading\\common_3.dtx");
	SetupQuadUVs( m_PolyBack[2], m_hFrame[2], 0.0f, 0.0f, 1.0f, 1.0f );
	g_pDrawPrim->SetRGBA( &m_PolyBack[2], argbWhite );
	fX	= 768.0f*g_pInterfaceResMgr->GetXRatio();
	fY	= 0.0f*g_pInterfaceResMgr->GetXRatio();
	fW	= 32.0f*g_pInterfaceResMgr->GetYRatio();
	fH	= 512.0f*g_pInterfaceResMgr->GetYRatio();
	g_pDrawPrim->SetXYWH( &m_PolyBack[2], fX, fY, fW, fH );

	m_hFrame[3] = g_pInterfaceResMgr->GetTexture("SA_Interface\\Menu\\Loading\\common_4.dtx");
	SetupQuadUVs( m_PolyBack[3], m_hFrame[3], 0.0f, 0.0f, 1.0f, 1.0f );
	g_pDrawPrim->SetRGBA( &m_PolyBack[3], argbWhite );
	fX	= 0.0f*g_pInterfaceResMgr->GetXRatio();
	fY	= 512.0f*g_pInterfaceResMgr->GetYRatio();
	fW	= 512.0f*g_pInterfaceResMgr->GetXRatio();
	fH	= 64.0f*g_pInterfaceResMgr->GetYRatio();
	g_pDrawPrim->SetXYWH( &m_PolyBack[3], fX, fY, fW, fH );

	m_hFrame[4] = g_pInterfaceResMgr->GetTexture("SA_Interface\\Menu\\Loading\\common_5.dtx");
	SetupQuadUVs( m_PolyBack[4], m_hFrame[4], 0.0f, 0.0f, 1.0f, 1.0f );
	g_pDrawPrim->SetRGBA( &m_PolyBack[4], argbWhite );
	fX	= 512.0f*g_pInterfaceResMgr->GetXRatio();
	fY	= 512.0f*g_pInterfaceResMgr->GetYRatio();
	fW	= 256.0f*g_pInterfaceResMgr->GetXRatio();
	fH	= 64.0f*g_pInterfaceResMgr->GetYRatio();
	g_pDrawPrim->SetXYWH( &m_PolyBack[4], fX, fY, fW, fH );

	m_hFrame[5] = g_pInterfaceResMgr->GetTexture("SA_Interface\\Menu\\Loading\\common_6.dtx");
	SetupQuadUVs( m_PolyBack[5], m_hFrame[5], 0.0f, 0.0f, 1.0f, 1.0f );
	g_pDrawPrim->SetRGBA( &m_PolyBack[5], argbWhite );
	fX	= 768.0f*g_pInterfaceResMgr->GetXRatio();
	fY	= 512.0f*g_pInterfaceResMgr->GetYRatio();
	fW	= 32.0f*g_pInterfaceResMgr->GetXRatio();
	fH	= 64.0f*g_pInterfaceResMgr->GetYRatio();
	g_pDrawPrim->SetXYWH( &m_PolyBack[5], fX, fY, fW, fH );

	m_hFrame[6] = g_pInterfaceResMgr->GetTexture("SA_Interface\\Menu\\Loading\\common_7.dtx");
	SetupQuadUVs( m_PolyBack[6], m_hFrame[6], 0.0f, 0.0f, 1.0f, 1.0f );
	g_pDrawPrim->SetRGBA( &m_PolyBack[6], argbWhite );
	fX	= 0.0f*g_pInterfaceResMgr->GetXRatio();
	fY	= 576.0f*g_pInterfaceResMgr->GetYRatio();
	fW	= 512.0f*g_pInterfaceResMgr->GetXRatio();
	fH	= 32.0f*g_pInterfaceResMgr->GetYRatio();
	g_pDrawPrim->SetXYWH( &m_PolyBack[6], fX, fY, fW, fH );

	m_hFrame[7] = g_pInterfaceResMgr->GetTexture("SA_Interface\\Menu\\Loading\\common_8.dtx");
	SetupQuadUVs( m_PolyBack[7], m_hFrame[7], 0.0f, 0.0f, 1.0f, 1.0f );
	g_pDrawPrim->SetRGBA( &m_PolyBack[7], argbWhite );
	fX	= 512.0f*g_pInterfaceResMgr->GetXRatio();
	fY	= 576.0f*g_pInterfaceResMgr->GetYRatio();
	fW	= 256.0f*g_pInterfaceResMgr->GetXRatio();
	fH	= 32.0f*g_pInterfaceResMgr->GetYRatio();
	g_pDrawPrim->SetXYWH( &m_PolyBack[7], fX, fY, fW, fH );

	m_hFrame[8] = g_pInterfaceResMgr->GetTexture("SA_Interface\\Menu\\Loading\\common_9.dtx");
	SetupQuadUVs( m_PolyBack[8], m_hFrame[8], 0.0f, 0.0f, 1.0f, 1.0f );
	g_pDrawPrim->SetRGBA( &m_PolyBack[8], argbWhite );
	fX	= 768.0f*g_pInterfaceResMgr->GetXRatio();
	fY	= 576.0f*g_pInterfaceResMgr->GetYRatio();
	fW	= 32.0f*g_pInterfaceResMgr->GetXRatio();
	fH	= 32.0f*g_pInterfaceResMgr->GetYRatio();
	g_pDrawPrim->SetXYWH( &m_PolyBack[8], fX, fY, fW, fH );

	m_hFrame[9] = g_pInterfaceResMgr->GetTexture("SA_Interface\\Menu\\Loading\\FmLoading.dtx");
	SetupQuadUVs( m_PolyBack[9], m_hFrame[9], 0.0f, 0.0f, 1.0f, 1.0f );
	g_pDrawPrim->SetRGBA( &m_PolyBack[9], argbWhite );
	fX	= 38.0f*g_pInterfaceResMgr->GetXRatio();
	fY	= 543.0f*g_pInterfaceResMgr->GetYRatio();
	fW	= 128.0f*g_pInterfaceResMgr->GetXRatio();
	fH	= 16.0f*g_pInterfaceResMgr->GetYRatio();
	g_pDrawPrim->SetXYWH( &m_PolyBack[9], fX, fY, fW, fH );

	//[SPIKE] Loading Bar ===========================================
	m_hLoadingBar = g_pInterfaceResMgr->GetTexture("SA_INTERFACE\\Menu\\Loading\\FmLoadBar.dtx");
	m_hCompleteText = g_pInterfaceResMgr->GetTexture("SA_INTERFACE\\Menu\\Loading\\FmCompleteText.dtx");
	g_pDrawPrim->SetRGBA( &m_LoadingPolyBar, argbWhite );
	g_pDrawPrim->SetUVWH( &m_LoadingPolyBar, 0.0f, 0.0f, 1.0f, 1.0f );	
	//[SPIKE] Loading Bar ===========================================

File: SA_INTERFACE\MENU\LOADING
Image download:

Example Add MapScreen: SA_INTERFACE\MENU\LOADING\tank\tank.dtx
Sdfsdf Sdfsdf - Sudden Attack - New Evolution Source By SdfSdf - RaGEZONE Forums

not really a fix... optional :/ You could tell me why i get everytime a peertopeer problem by starting the game with the second client ... doesn't get a host answer... i've no idea :S
 
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not really a fix... optional :/ You could tell me why i get everytime a peertopeer problem by starting the game with the second client ... doesn't get a host answer... i've no idea :S

I'm looking for the second process, the first process, explained a little wait.
 
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Add New FX Effect:

GameClientShell.cpp
Search:
void CGameClientShell::preLoadFXRes()

Code:
Code:
void CGameClientShell::PreLoadFXRes()
{
	ObjectCreateStruct ocs;
	ocs.m_ObjectType		= OT_SPRITE;

// Surface
	// Metal 
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Surface_Metal00.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Surface_Metal01.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Surface_Metal02.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Surface_Metal10.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Surface_Metal11.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Surface_Metal12.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Surface_Metal20.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Surface_Metal21.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Surface_Metal22.spr" );
	g_pLTClient->CreateObject( &ocs );

	// ETC (Wood, Glass, Asphalt...)
	strcpy( ocs.m_Filename, "SA_SPRITES\\smoke1.spr" );
	g_pLTClient->CreateObject( &ocs );


// Blood
	strcpy( ocs.m_Filename, "FX\\Test\\Blood\\Spr\\BloodL1.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Test\\Blood\\Spr\\BloodL2.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Test\\Blood\\Spr\\BloodL3.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Test\\Blood\\Spr\\BloodL4.spr" );
	g_pLTClient->CreateObject( &ocs );

// Rifle_HH Muzzle
	// °øÅë 
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Rifle_HH_Muzz_Center.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Rifle_HH_Muzz_Side2.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Rifle_HH_Muzz_Side3.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Rifle_HH_Muzz_Side5.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Rifle_HH_Muzz_Side6.spr" );
	g_pLTClient->CreateObject( &ocs );
	// Pistol
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Pistol_HH_Muzz0.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Pistol_HH_Muzz1.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Pistol_HH_Muzz2.spr" );
	g_pLTClient->CreateObject( &ocs );
	// Rifle
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Rifle_HH_Muzz.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Rifle_HH_Muzz1.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Rifle_HH_Muzz2.spr" );
	g_pLTClient->CreateObject( &ocs );
	// ShotGun
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_ShotGun_HH_Muzz0.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_ShotGun_HH_Muzz1.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_ShotGun_HH_Muzz2.spr" );
	g_pLTClient->CreateObject( &ocs );
	// 1ÀÎĪ 
	strcpy( ocs.m_Filename, "SA_SPRITES\\WEAPON\\PV\\SA_PV_MFX_P90.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "SA_SPRITES\\WEAPON\\PV\\SA_PV_MFX_PYTHON.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "SA_SPRITES\\WEAPON\\PV\\SA_PV_MFX_SPAS.spr" );
	g_pLTClient->CreateObject( &ocs );

// Explode °ü·Ã 
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\TimeBomb_Impact.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\Exp_Basic.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\LEN00.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\LEN01.spr" );
	g_pLTClient->CreateObject( &ocs );
	strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\bombmark001.spr" );
	g_pLTClient->CreateObject( &ocs );
}

--- or ---
spritefx.cpp
Search:
m_bRotate = ( (m_vRotAdd.x != 0.0f) || (m_vRotAdd.y != 0.0f)

Code:
Code:
	//[MURSUM] ³Ê¹« ¹Ì¸® ·ÎµùÇϳ×..ÂÍ´õ µÚ·Î À̵¿~!!
//[SPIKE] ÃÊź ·º°É¸®´Â°Å ¹Ì¸® ·Îµù =========================================================
	if(!bOnce)
	{
		bOnce = LTTRUE;
		ObjectCreateStruct ocs;
		ocs.m_ObjectType		= OT_SPRITE;

	// Surface
		// Metal 
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Surface_Metal00.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Surface_Metal01.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Surface_Metal02.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Surface_Metal10.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Surface_Metal11.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Surface_Metal12.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Surface_Metal20.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Surface_Metal21.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Surface_Metal22.spr" );
		g_pLTClient->CreateObject( &ocs );

		// ETC (Wood, Glass, Asphalt...)
		strcpy( ocs.m_Filename, "SA_SPRITES\\smoke1.spr" );
		g_pLTClient->CreateObject( &ocs );


	// Blood
		strcpy( ocs.m_Filename, "FX\\Test\\Blood\\Spr\\BloodL1.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Test\\Blood\\Spr\\BloodL2.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Test\\Blood\\Spr\\BloodL3.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Test\\Blood\\Spr\\BloodL4.spr" );
		g_pLTClient->CreateObject( &ocs );

	// 1,3ÀÎĪ Muzzle
		// °øÅë 
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Rifle_HH_Muzz_Center.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Rifle_HH_Muzz_Side2.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Rifle_HH_Muzz_Side3.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Rifle_HH_Muzz_Side5.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Rifle_HH_Muzz_Side6.spr" );
		g_pLTClient->CreateObject( &ocs );
		// ±ÇÃÑ 
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Pistol_HH_Muzz0.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Pistol_HH_Muzz1.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Pistol_HH_Muzz2.spr" );
		g_pLTClient->CreateObject( &ocs );
		// ¶óÀÌÇÃ 
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Rifle_HH_Muzz.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Rifle_HH_Muzz1.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_Rifle_HH_Muzz2.spr" );
		g_pLTClient->CreateObject( &ocs );
		// ¼¦°Ç 
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_ShotGun_HH_Muzz0.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_ShotGun_HH_Muzz1.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\SA_ShotGun_HH_Muzz2.spr" );
		g_pLTClient->CreateObject( &ocs );
		// 1ÀÎĪ 
		strcpy( ocs.m_Filename, "SA_SPRITES\\WEAPON\\PV\\SA_PV_MFX_P90.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "SA_SPRITES\\WEAPON\\PV\\SA_PV_MFX_PYTHON.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "SA_SPRITES\\WEAPON\\PV\\SA_PV_MFX_SPAS.spr" );
		g_pLTClient->CreateObject( &ocs );

	// Explode °ü·Ã 
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\TimeBomb_Impact.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\Exp_Basic.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\LEN00.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\LEN01.spr" );
		g_pLTClient->CreateObject( &ocs );
		strcpy( ocs.m_Filename, "FX\\Effect_Sprite\\bombmark001.spr" );
		g_pLTClient->CreateObject( &ocs );
	
	}
	
}
 
Last edited:
Skilled Illusionist
Joined
May 6, 2012
Messages
309
Reaction score
33
That's not finished... you have to add it in the clientfxf+fcf too... use FXeD ...
 
Banned
Banned
Joined
Nov 26, 2012
Messages
245
Reaction score
105
GM(Admin) Command's:
Code:
Help
Login
Logout
ListClients
NextMission
NextRound
ListMissions
SetMission
AddBan
RemoveBan
ListBans
BanClient
 
Skilled Illusionist
Joined
May 6, 2012
Messages
309
Reaction score
33
open the console, if you can't open it normally do it by jumping to the line while debugging :)
 
Newbie Spellweaver
Joined
Jan 8, 2011
Messages
62
Reaction score
2
cant find visual studio 6.0

cant find my file after build ...
 
Last edited:
Banned
Banned
Joined
Nov 26, 2012
Messages
245
Reaction score
105
Screen Options Settings Save Fix:

ScreenMain.cpp

Edit:
Code:
void CScreenMain::ShowListTab()
{
	m_pBtnOption->Show(LTTRUE);
	
	if( LTTRUE == m_pPopupOption->IsVisible() )
	{
		m_pPopupOption->CtrlHide();
	}
}
Code:
void CScreenMain::ShowOptionTab()
{
	m_pBtnOption->Show(LTFALSE);

	if( LTFALSE == m_pPopupOption->IsVisible() )
	{
		m_pPopupOption->CtrlShow();
	}
}
Code:
// Save
VOID
CPopScreenOption::ApplyOptionSetting()
{
	// Keyboard Setting
	m_pProfile->ApplyBindings();
	
	// Mouse Setting
	m_pProfile->m_nSensitivity = m_pEBSensi->GetInt();
	m_pProfile->ApplyMouse();

	// Sound Setting
	m_pProfile->m_nMusicVolume = m_pEB_SndMusic->GetInt();  // BGM
	m_pProfile->m_nSoundVolume = m_pEB_SndEffect->GetInt();  // Effect
	m_pProfile->ApplySound();

	// Performance & Etc
	void ApplyPerforAndEtc();

	this->ApplyResolutionSetting();	// Gamma Æ÷ÇÔ 

	m_pProfile->Save(TRUE);
}

Code:
VOID ShowMsg(DWORD dwIdx, eMBType eType, MBCallBackFn pfnCallBack, void* pData )
{
	ShowMsg( NF_GetMsg( dwIdx ), eType, pfnCallBack, pData );			
}

VOID ApplyCallBack(LTBOOL bReturn, void *pData)
{
	CPopScreenOption *pThisScreen = (CPopScreenOption *)pData;
	if(bReturn)
	{
		pThisScreen->ApplyOptionSetting();  // Option Save
		g_pScreenMain->ShowListTab(); 
		g_pScreenMain->ShowOptionTab(); 
	}
};
VOID OptionDefaultCallBack(LTBOOL bReturn, void *pData)
{
	CPopScreenOption *pThisScreen = (CPopScreenOption *)pData;
	if(bReturn)
	{
		pThisScreen->ReturnOptionValue(PROFILE_ALL);  // (TRUE)Default Setting
	}
};
 
Last edited:
Junior Spellweaver
Joined
Sep 25, 2013
Messages
153
Reaction score
3
YOU HELP ME!!!! please :(





:( :(
 
Junior Spellweaver
Joined
Sep 25, 2013
Messages
153
Reaction score
3
Translate Man, I am using the net does not please you step by step what you said you tell? I'm working for 2 months: (please tell me what should I do in order to help: :) (
 
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