void InitModel(int ItemID, char* ModelName, char* Folder, char* Form)
{
_asm
{
PUSH -1
PUSH ModelName
PUSH Form
PUSH ItemID
mov eax,BMDModelLoad
CALL eax
PUSH 1
PUSH 0x2600
PUSH 0x2901
PUSH Folder
PUSH ItemID
mov eax,OpenTexture
CALL eax
}
}
void InitSets(int ItemID, char* ModelName, char* Folder, char* Form)
{
_asm
{
PUSH -1
PUSH ModelName
PUSH Form
PUSH ItemID
mov eax,BMDModelLoad
CALL eax
PUSH 1
PUSH 0x2600
PUSH 0x2901
PUSH Folder
PUSH ItemID
mov eax,OpenTexture
CALL eax
}
}
__declspec(naked) void PatchNewModel()
{
//if(UseMaxWeapons == 1)
//{
for (i = 5; i < 512; i++)
{
if(i > 31)//swords
{
sprintf_s(Item, "Sword%d", i+1);
InitModel(LOAD_ITEM(0, i), Item, ItemFolder, ItemDir);
}
if(i > 8)//axes
{
sprintf_s(Item, "Axe%d", i+1);
InitModel(LOAD_ITEM(1, i), Item, ItemFolder, ItemDir);
}
if(i > 18)//maces
{
sprintf_s(Item, "Mace%d", i+1);
InitModel(LOAD_ITEM(2, i), Item, ItemFolder, ItemDir);
}
if(i > 11)//spears
{
sprintf_s(Item, "Spear%d", i+1);
InitModel(LOAD_ITEM(3, i), Item, ItemFolder, ItemDir);
}
if(i > 24 && i < 210)//bow
{
sprintf_s(Item, "Bow%d", i+1);
InitModel(LOAD_ITEM(4, i), Item, ItemFolder, ItemDir);
}
if(i > 209 && i < 511)//crossbow
{
sprintf_s(Item, "Crossbow%d", i+1);
InitModel(LOAD_ITEM(4, i), Item, ItemFolder, ItemDir);
}
if(i > 34)//staff
{
sprintf_s(Item, "Staff%d", i+1);
InitModel(LOAD_ITEM(5, i), Item, ItemFolder, ItemDir);
}
if(i > 21)//shield
{
sprintf_s(Item, "Shield%d", i+1);
InitModel(LOAD_ITEM(6, i), Item, ItemFolder, ItemDir);
}
if(i > 9)//Wing
{
sprintf_s(Item, "Wing%d", i+1);
InitModel(LOAD_ITEM(12, i), Item, ItemFolder, ItemDir);
}
if(i > 8)//Jewel
{
sprintf_s(Item, "Jewel%d", i+1);
InitModel(LOAD_ITEM(14, i), Item, ItemFolder, ItemDir);
}
}
_asm
{
PUSH -1
PUSH 0x008CC1D0 //suho ok 1.03P
PUSH 0x008CC1D8 //Data/Item ok 1.03P
PUSH 0x1F60 //Here need to write for your client ok 1.03P
mov eax,BMDModelLoad
CALL eax
ADD ESP,0x10
mov eax,ReturnOffset
JMP eax
}
//}
}
__declspec(naked) void PatchNewSets()
{
for (i = 5; i < 512; i++)
{
if(i > 74)//helms
{
sprintf_s(Sets, "HelmMale%d", i+1);
InitSets(LOAD_ITEM(7, i), Sets, PlayerFolder, PlayerDir);
}
if(i > 74)//armors
{
sprintf_s(Sets, "ArmorMale%d", i+1);
InitSets(LOAD_ITEM(8, i), Sets, PlayerFolder, PlayerDir);
}
if(i > 74)//pants
{
sprintf_s(Sets, "PantMale%d", i+1);
InitSets(LOAD_ITEM(9, i), Sets, PlayerFolder, PlayerDir);
}
if(i > 74)//gloves
{
sprintf_s(Sets, "GloveMale%d", i+1);
InitSets(LOAD_ITEM(10, i), Sets, PlayerFolder, PlayerDir);
}
if(i > 74)//boots
{
sprintf_s(Sets, "BootMale%d", i+1);
InitSets(LOAD_ITEM(11, i), Sets, PlayerFolder, PlayerDir);
}
}
_asm
{
PUSH -1
PUSH 0x008C6E14
PUSH 0x008C6E1C
PUSH 0x33A
mov eax,BMDModelLoad
CALL eax
ADD ESP,0x10
//mov eax,ReturnSetOffset
JMP eax
}
}