Newbie Spellweaver
- Joined
- Dec 30, 2007
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how to pack main + zclient + jeweels?
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Join Today!you share pLoadImage("Custom\\Maps\\PlayerPoint.jpg", 0x7883, 0x2600, 0x2900, 1, 0); // ----no bro : I draw my own MiniMap totally custom I only use webzen textures from: Screen Map for generate mini images and: Interface texture from: Minimap on: Illusion Temple.. but look this:
on Interface.cpp:
Code:void Interface::Load() { this->BindObject(eSAMPLEBUTTON, 0x7AA4, 16, 15, 175, 1); // ---- this->BindObject(eRANK_MAIN, 0x7A5A, 222, 303, -1, -1); this->BindObject(eRANK_TITLE, 0x7A63, 230, 67, -1, -1); this->BindObject(eRANK_FRAME, 0x7A58, 230, 15, -1, -1); this->BindObject(eRANK_FOOTER, 0x7A59, 230, 50, -1, -1); this->BindObject(eRANK_BUTTON, 0x7A5E, 128, 29, -1, -1); this->BindObject(eRANK_DIV, 0x7A62, 223, 21, -1, -1); this->BindObject(eRANK_TAB1, 0x7AAD, 48, 22, -1, -1); this->BindObject(eRANK_TAB2, 0x7AAD, 48, 22, -1, -1); this->BindObject(eRANK_TAB3, 0x7AAD, 48, 22, -1, -1); this->BindObject(eRANK_TAB4, 0x7AAE, 72, 22, -1, -1); this->BindObject(eCAMERA_MAIN, 0x787A, 54, 18, 174, 0); this->BindObject(eCAMERA_BUTTON1, 0x787B, 16, 12, 175.5, 1); this->BindObject(eCAMERA_BUTTON2, 0x787C, 16, 12, 192.5, 1); this->BindObject(eCRAFT_MAIN, 0x7A5A, 222, 303, -1, -1); this->BindObject(eCRAFT_TITLE, 0x7A63, 230, 67, -1, -1); this->BindObject(eCRAFT_FRAME, 0x7A58, 230, 15, -1, -1); this->BindObject(eCRAFT_FOOTER, 0x7A59, 230, 50, -1, -1); this->BindObject(eCRAFT_DIV, 0x7A62, 223, 21, -1, -1); this->BindObject(eCRAFT_TAB1, 0x7AAD, 48, 22, -1, -1); this->BindObject(eCRAFT_TAB2, 0x7AAD, 48, 22, -1, -1); this->BindObject(eCRAFT_TAB3, 0x7AAD, 48, 22, -1, -1); this->BindObject(eCRAFT_TAB4, 0x7AAE, 72, 22, -1, -1); this->BindObject(eCRAFT_CLOSE, 0x7EC5, 36, 29, -1, -1); this->BindObject(eCRAFT_INFOBG, 0x7AA3, 170, 21, -1, -1); this->BindObject(eCRAFT_MONEYBG, 0x7A89, 170, 26, -1, -1); this->BindObject(eCRAFT_FINISH, 0x7A5E, 128, 29, -1, -1); this->BindObject(eRESET_MAIN, 0x7A5A, 222, 303, -1, -1); this->BindObject(eRESET_TITLE, 0x7A63, 230, 67, -1, -1); this->BindObject(eRESET_FRAME, 0x7A58, 230, 15, -1, -1); this->BindObject(eRESET_FOOTER, 0x7A59, 230, 50, -1, -1); this->BindObject(eRESET_DIV, 0x7A62, 223, 21, -1, -1); this->BindObject(eRESET_CLOSE, 0x7EC5, 36, 29, -1, -1); this->BindObject(eRESET_INFOBG, 0x7AA3, 170, 21, -1, -1); this->BindObject(eRESET_MONEYBG, 0x7A89, 170, 26, -1, -1); this->BindObject(eRESET_FINISH, 0x7A5E, 128, 29, -1, -1); this->BindObject(eNEWS_MAIN, 0x7A5A, 222, 303, -1, -1); this->BindObject(eNEWS_TITLE, 0x7A63, 230, 67, -1, -1); this->BindObject(eNEWS_FRAME, 0x7A58, 230, 15, -1, -1); this->BindObject(eNEWS_FOOTER, 0x7A59, 230, 50, -1, -1); this->BindObject(eNEWS_DIV, 0x7A62, 223, 21, -1, -1); this->BindObject(eNEWS_INFOBG, 0x787D, 170, 21, -1, -1); this->BindObject(eNEWS_CLOSE, 0x7EC5, 36, 29, -1, -1); this->BindObject(eNEWS_BACK, 0x7A5E, 128, 29, -1, -1); // ---- [COLOR=#ff0000]this->BindObject(eMINI_MAP_BG, 0x7882, 138, 265, -1, -1);[/COLOR] [COLOR=#ff0000] this->BindObject(ePLAYER_POINT, 0x7883, 3, 3, -1, -1);[/COLOR] [COLOR=#ff0000] // ----[/COLOR] [COLOR=#ff0000] this->BindObject(eNULL_MAP, 0x7884, 128, 128, -1, -1);[/COLOR] [COLOR=#ff0000] // ----[/COLOR] [COLOR=#ff0000] this->BindObject(eLORENCIA_MAP, 0x7885, 128, 128, -1, -1);[/COLOR] [COLOR=#ff0000] // ----[/COLOR] [COLOR=#ff0000] this->BindObject(eDUNGEON_MAP, 0x7886, 128, 128, -1, -1);[/COLOR] [COLOR=#ff0000] // ----[/COLOR] [COLOR=#ff0000] this->BindObject(eDEVIAS_MAP, 0x7887, 128, 128, -1, -1);[/COLOR] [COLOR=#ff0000] // ----[/COLOR] [COLOR=#ff0000] this->BindObject(eNORIA_MAP, 0x7888, 128, 128, -1, -1);[/COLOR] [COLOR=#ff0000] // ----[/COLOR] [COLOR=#ff0000] this->BindObject(eLOSTTOWER_MAP, 0x7889, 128, 128, -1, -1);[/COLOR] [COLOR=#ff0000] // ----[/COLOR] [COLOR=#ff0000] // Reserved 0x788A for EXILE[/COLOR] [COLOR=#ff0000] // ----[/COLOR] [COLOR=#ff0000] this->BindObject(eSTADIUM_MAP, 0x788B, 128, 128, -1, -1);[/COLOR] [COLOR=#ff0000] // ----[/COLOR] [COLOR=#ff0000] this->BindObject(eATLANS_MAP, 0x788C, 128, 128, -1, -1);[/COLOR] // ---- #ifdef __MAKELO__ this->BindObject(eOFFEXP_SWITCH, 32513, 57, 23, MAX_WIN_WIDTH-57, 0); #endif #ifdef __BEREZNUK__ this->BindObject(eTIME, 0x787E, 131, 70, -10, 359); this->Data[eTIME].OnShow = true; #endif #ifdef __ROOT__ this->BindObject(eQUEST_MAIN, 0x7A5A, 222, 303, -1, -1); this->BindObject(eQUEST_TITLE, 0x7A63, 230, 67, -1, -1); this->BindObject(eQUEST_FRAME, 0x7A58, 230, 15, -1, -1); this->BindObject(eQUEST_FOOTER, 0x7A59, 230, 50, -1, -1); this->BindObject(eQUEST_DIV, 0x7A62, 223, 21, -1, -1); this->BindObject(eQUEST_CLOSE, 0x7EC5, 36, 29, -1, -1); #endif // ---- SetOp((LPVOID)oAllowGUI_Call1, this->AllowGUI, ASM::CALL); SetOp((LPVOID)oAllowGUI_Call2, this->AllowGUI, ASM::CALL); SetOp((LPVOID)oDrawInterface_Call, this->Work, ASM::CALL); SetOp((LPVOID)oLoadSomeForm_Call, this->LoadImages, ASM::CALL); SetOp((LPVOID)0x00633FFB, this->LoadModels, ASM::CALL); SetRange((LPVOID)0x0077FB7E, 7, ASM::NOP); SetOp((LPVOID)0x0077FB7E, (LPVOID)CharacterInfoExtern, ASM::JMP); #ifdef __NOVUS__ SetRange((LPVOID)0x00598C7D, 29, ASM::NOP); SetOp((LPVOID)0x00598C7D, (LPVOID)StaffNameColor, ASM::JMP); SetRange((LPVOID)0x005E496C, 13, ASM::NOP); SetOp((LPVOID)0x005E496C, (LPVOID)AddSomeShine, ASM::JMP); #endif } void Interface::Work() { gObjUser.Refresh(); gCamera.Rotate(); gCamera.Position(); // ---- #if defined __BEREZNUK__ || __MIX__ || __REEDLAN__ || __MUANGEL__ || __WHITE__ || __MEGAMU__ || __VIRNET__ gConnectEx.Run(); #endif #ifdef __NOVUS__ gInterface.DrawCraftWindow(); #endif #ifdef __MAKELO__ gInterface.DrawOffExpSwitch(); #endif #ifdef __BEREZNUK__ gInterface.DrawTime(); #endif // ---- gInterface.DrawCameraUI(); gInterface.DrawResetWindow(); gInterface.DrawNewsWindow(); [COLOR=#ff0000]gInterface.DrawMiniMapWindow();[/COLOR] // ---- gInterface.DrawLifeBar(); #ifdef __RMOS__ gInterface.DrawQuestDialog(); #endif // ---- pDrawInterface(); } void Interface::LoadImages() { pLoadImage("Custom\\Interface\\CameraUI_BG.tga", 0x787A, 0x2601, 0x2900, 1, 0); pLoadImage("Custom\\Interface\\CameraUI_Switch.tga", 0x787B, 0x2601, 0x2900, 1, 0); pLoadImage("Custom\\Interface\\CameraUI_Reset.tga", 0x787C, 0x2601, 0x2900, 1, 0); pLoadImage("Custom\\Interface\\NewsBoard_Title.tga", 0x787D, 0x2601, 0x2900, 1, 0); // ---- [COLOR=#ff0000]pLoadImage("Custom\\Interface\\MiniMapUI.tga", 0x7882, 0x2601, 0x2900, 1, 0);[/COLOR] [COLOR=#ff0000] // ----[/COLOR] [COLOR=#ff0000] pLoadImage("Custom\\Maps\\PlayerPoint.jpg", 0x7883, 0x2600, 0x2900, 1, 0);[/COLOR] [COLOR=#ff0000] // ----[/COLOR] [COLOR=#ff0000] pLoadImage("Custom\\Maps\\MiniMapNull.tga", 0x7884, 0x2601, 0x2900, 1, 0);[/COLOR] [COLOR=#ff0000] // --[/COLOR] [COLOR=#ff0000] pLoadImage("Custom\\Maps\\MiniMap0.tga", 0x7885, 0x2601, 0x2900, 1, 0);[/COLOR] [COLOR=#ff0000] // --[/COLOR] [COLOR=#ff0000] pLoadImage("Custom\\Maps\\MiniMap1.tga", 0x7886, 0x2601, 0x2900, 1, 0);[/COLOR] [COLOR=#ff0000] // --[/COLOR] [COLOR=#ff0000] pLoadImage("Custom\\Maps\\MiniMap2.tga", 0x7887, 0x2601, 0x2900, 1, 0);[/COLOR] [COLOR=#ff0000] // ----[/COLOR] [COLOR=#ff0000] pLoadImage("Custom\\Maps\\MiniMap3.tga", 0x7888, 0x2601, 0x2900, 1, 0);[/COLOR] [COLOR=#ff0000] // ----[/COLOR] [COLOR=#ff0000] pLoadImage("Custom\\Maps\\MiniMap4.tga", 0x7889, 0x2601, 0x2900, 1, 0);[/COLOR] [COLOR=#ff0000] // ----[/COLOR] [COLOR=#ff0000] // Exile Map 0x788A[/COLOR] [COLOR=#ff0000] // ----[/COLOR] [COLOR=#ff0000] pLoadImage("Custom\\Maps\\MiniMap6.tga", 0x788B, 0x2601, 0x2900, 1, 0);[/COLOR] [COLOR=#ff0000] // ----[/COLOR] [COLOR=#ff0000] pLoadImage("Custom\\Maps\\MiniMap7.tga", 0x788C, 0x2601, 0x2900, 1, 0);[/COLOR] // ---- #ifdef __BEREZNUK__ pLoadImage("Custom\\Interface\\TimeBar.tga", 0x787E, 0x2601, 0x2900, 1, 0); #endif #ifdef __MAKELO__ pLoadImage("Interface\\newui_pcroom.tga", 32513, 0x2601, 0x2900, 1, 0); #endif // ---- pLoadSomeForm(); } [COLOR=#ff0000]bool Interface::MiniMapCheck()[/COLOR] [COLOR=#ff0000]{[/COLOR] [COLOR=#ff0000] if(this->CheckWindow(Inventory) ||[/COLOR] [COLOR=#ff0000] this->CheckWindow(CashShop) ||[/COLOR] [COLOR=#ff0000] this->CheckWindow(ChaosBox) ||[/COLOR] [COLOR=#ff0000] this->CheckWindow(Character) ||[/COLOR] [COLOR=#ff0000] this->CheckWindow(CommandWindow) ||[/COLOR] [COLOR=#ff0000] this->CheckWindow(ExpandInventory) ||[/COLOR] [COLOR=#ff0000] this->CheckWindow(ExpandWarehouse) ||[/COLOR] [COLOR=#ff0000] this->CheckWindow(FullMap) ||[/COLOR] [COLOR=#ff0000] this->CheckWindow(GensInfo) ||[/COLOR] [COLOR=#ff0000] this->CheckWindow(Guild) ||[/COLOR] [COLOR=#ff0000] this->CheckWindow(NPC_Dialog) ||[/COLOR] [COLOR=#ff0000] this->CheckWindow(NPC_Julia) ||[/COLOR] [COLOR=#ff0000] this->CheckWindow(NPC_Titus) ||[/COLOR] [COLOR=#ff0000] this->CheckWindow(OtherStore) ||[/COLOR] [COLOR=#ff0000] this->CheckWindow(Party) ||[/COLOR] [COLOR=#ff0000] this->CheckWindow(PetInfo) ||[/COLOR] [COLOR=#ff0000] this->CheckWindow(Shop) ||[/COLOR] [COLOR=#ff0000] this->CheckWindow(SkillTree) ||[/COLOR] [COLOR=#ff0000] this->CheckWindow(Store) ||[/COLOR] [COLOR=#ff0000] this->CheckWindow(Trade) ||[/COLOR] [COLOR=#ff0000] this->CheckWindow(Warehouse) )[/COLOR] [COLOR=#ff0000] return true;[/COLOR] [COLOR=#ff0000] return false;[/COLOR] [COLOR=#ff0000]}[/COLOR] [COLOR=#ff0000]bool Interface::CombinedChecks()[/COLOR] [COLOR=#ff0000]{[/COLOR] [COLOR=#ff0000] if( (this->CheckWindow(Inventory) [/COLOR] [COLOR=#ff0000] && this->CheckWindow(ExpandInventory) [/COLOR] [COLOR=#ff0000] && this->CheckWindow(Store)) || [/COLOR] [COLOR=#ff0000] (this->CheckWindow(Inventory) [/COLOR] [COLOR=#ff0000] && this->CheckWindow(Warehouse) [/COLOR] [COLOR=#ff0000] && this->CheckWindow(ExpandWarehouse)) || [/COLOR] [COLOR=#ff0000] (this->CheckWindow(Inventory) [/COLOR] [COLOR=#ff0000] && this->CheckWindow(Character) [/COLOR] [COLOR=#ff0000] && this->CheckWindow(Store)) )[/COLOR] [COLOR=#ff0000] return true;[/COLOR] [COLOR=#ff0000] return false;[/COLOR] [COLOR=#ff0000]} [/COLOR][COLOR=#0000cd]void Interface::DrawMiniMapWindow() { float MainWidth = 138.0; float MainHeight = 265.0; float StartY = 264.0; float StartX = 512.0; // ---- if( this->MiniMapCheck() || this->CombinedChecks() ) { return; } // ---- switch(gObjUser.m_MapNumber) { case 0: //Lorencia { this->DrawGUI(eLORENCIA_MAP, StartX, StartY + 30); } break; // -- case 1: //Dungeon { this->DrawGUI(eDUNGEON_MAP, StartX, StartY + 30); } break; // -- case 2: //Devias { this->DrawGUI(eDEVIAS_MAP, StartX, StartY + 30); } break; // -- case 3: //Noria { this->DrawGUI(eNORIA_MAP, StartX, StartY + 30); } break; // -- case 4: //LostTower { this->DrawGUI(eLOSTTOWER_MAP, StartX, StartY + 30); } break; // -- case 5: //Exile (disabled) { return; } break; // -- case 6: //Stadium { this->DrawGUI(eSTADIUM_MAP, StartX, StartY + 30); } break; // -- case 7: //Atlans { this->DrawGUI(eATLANS_MAP, StartX, StartY + 30); } break; // -- default: //Default { this->DrawGUI(eNULL_MAP, StartX, StartY + 30); } break; } // ---- this->DrawGUI(eMINI_MAP_BG, StartX, StartY); this->DrawGUI(ePLAYER_POINT, (float)(StartX - 1 + gObjUser.lpViewPlayer->MapPosX / 2), (float)(294 - 1 + ( 255 - gObjUser.lpViewPlayer->MapPosY ) / 2) ); }[/COLOR]
: and I have my own code for put effects on items.. I no need use yet coded by: zteam
You can share souce code old zclient fix win xp,this is not zTeam Client img...
detours version: 1.5 please reuploadActually.. is only: Linear filtering ( but apply on 1 different way that old: RMST code ).. because Anisotropic on main is bad..
First you must add a new: Display.cpp file and Display.h file with this code:
Code:#include "stdafx.h" #include "Display.h" #include "Interface.h" #include "detours.h" #include "TMemory.h" #include "User.h" int Lin = GetPrivateProfileIntA("zClient","IsLin",0,".\\zClient.ini"); int Fog = GetPrivateProfileIntA("zClient","IsFog",0,".\\zClient.ini"); // ---------------------------------------------------------------------------------------------- typedef void (APIENTRY *FUNC_GLENABLE) (GLenum mode); FUNC_GLENABLE glEnable_o = NULL; typedef HWND (APIENTRY *FUNC_WINEXEC) (LPCTSTR lpClassName,LPCTSTR lpWindowName); FUNC_WINEXEC WinExec_o = NULL; typedef void (APIENTRY *FUNC_GLBIND) (GLenum target,GLuint texture); FUNC_GLBIND glBindTex_o = NULL; void APIENTRY glEnable_h(GLenum mode) { if( pPlayerState != GameProcess ) { *(double*)oCam_ClipS = 540; *(double*)oCam_ClipU = 580; *(double*)oCam_ClipJ = 600; *(double*)oCam_ClipM = 660; *(double*)oCam_ClipL = 1250; *(double*)oCam_ClipX = 1190; *(double*)oCam_ClipN = 1900; // ---- *(float*)oCam_ClipZ = 2300; *(float*)oCam_ClipY = 2400; *(float*)oCam_ClipV = 2650; *(float*)oCam_ClipQ = 3220; *(float*)oCam_ClipP = 3300; *(float*)oCam_ClipO = 3400; } else { *(double*)oCam_ClipS = 6144; *(double*)oCam_ClipU = 6144; *(double*)oCam_ClipJ = 6144; *(double*)oCam_ClipM = 6144; *(double*)oCam_ClipL = 6144; *(double*)oCam_ClipX = 6144; *(double*)oCam_ClipN = 6144; // ---- *(float*)oCam_ClipZ = 6144; *(float*)oCam_ClipY = 6144; *(float*)oCam_ClipV = 6144; *(float*)oCam_ClipQ = 6144; *(float*)oCam_ClipP = 6144; *(float*)oCam_ClipO = 6144; } // ---- SetByte((LPVOID)0x004D87EC,0x0E); // ---- if(Lin!=0) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } // ---- if(Fog!=0) { SetNop(0x004D9938,2); SetNop(0x004D9954,2); } // ---- glEnable_o(mode); } void gFiltersInit() { glEnable_o = (FUNC_GLENABLE)DetourFunction((PBYTE)DetourFindFunction("Opengl32.dll", "glBegin"),(PBYTE)glEnable_h); }
and in .h file:
Code:#pragma once void gFiltersInit();
and in your: dllmain.cpp add this:
Code:[COLOR=#ff0000]#include "Display.h"[/COLOR] extern "C" __declspec(dllexport)void Init() { //VMBEGIN // ---- DWORD OldProtect; // ---- if(VirtualProtect(LPVOID(0x401000),0xD21FFF,PAGE_EXECUTE_READWRITE,&OldProtect)) { gController.Load(); gChatExpanded.Load(); gItemPrice.Load(); gItem.Load(); gResetSystem.Load(); gProtocol.Load(); gCheatGuard.Load(); gObjUser.Load(); gOther.Load(); gInterface.Load(); gVisualFix.InitVisualFix(); g_ItemModel.Load(); [COLOR=#ff0000]gFiltersInit();[/COLOR] } }
and you must use my Camera clip cases for the Maps floor.. look this on Import.h:
Code:#define oCam_ClipY 0x00D2C894 //float: 2400.000 #define oCam_ClipZ 0x00D27BC0 //float: 2300.000 #define oCam_ClipV 0x00D2C890 //float: 2650.000 #define oCam_ClipQ 0x00D27BCC //float: 3220.000 #define oCam_ClipO 0x00D2C840 //float: 3400.000 #define oCam_ClipP 0x00D2C8A8 //float: 3300.000 #define oCam_ClipX 0x00D2C848 //double: 1190.00000000 #define oCam_ClipJ 0x00D22E88 //double: 600.0000000000000 #define oCam_ClipN 0x00D2C878 //double: 1900.000000000000 #define oCam_ClipU 0x00D2C898 //double: 580.0000000000000 #define oCam_ClipL 0x00D2C888 //double: 1250.00000000000 #define oCam_ClipM 0x00D2C830 //double: 660.0000000000000 #define oCam_ClipS 0x00D256F0 //double: 540.0000000000000
PS: But you must use some detours library version for this.. and add to your solution folder from project.. I'm using detours version: 1.5 here I leave for u. Good Luck
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PS 2: And for ini file: zClient.ini put this:
Code:[zClient] IsLin =1 IsFog =1
PS 3: Fog is internal on main.exe not detours used because is slow for make intercept.
detours version: 1.5 please reupload
you share pLoadImage("Custom\\Maps\\PlayerPoint.jpg", 0x7883, 0x2600, 0x2900, 1, 0); // ----
pLoadImage("Custom\\Maps\\MiniMapNull.tga", 0x7884, 0x2601, 0x2900, 1, 0);
// --
pLoadImage("Custom\\Maps\\MiniMap0.tga", 0x7885, 0x2601, 0x2900, 1, 0);
// --
pLoadImage("Custom\\Maps\\MiniMap1.tga", 0x7886, 0x2601, 0x2900, 1, 0);
// --
pLoadImage("Custom\\Maps\\MiniMap2.tga", 0x7887, 0x2601, 0x2900, 1, 0);
// ----
pLoadImage("Custom\\Maps\\MiniMap3.tga", 0x7888, 0x2601, 0x2900, 1, 0);
// ----
pLoadImage("Custom\\Maps\\MiniMap4.tga", 0x7889, 0x2601, 0x2900, 1, 0);
// ----
// Exile Map 0x788A
// ----
pLoadImage("Custom\\Maps\\MiniMap6.tga", 0x788B, 0x2601, 0x2900, 1, 0);
// ----
pLoadImage("Custom\\Maps\\MiniMap7.tga", 0x788C, 0x2601, 0x2900, 1, 0);
//----- (00887490) --------------------------------------------------------
char __usercall sub_887490@<al>(int a1@<ecx>, int a2@<ebx>, int a3@<edi>, int a4@<esi>)
{
int alpha; // ST2C_4@1
int v5; // eax@1
int v6; // eax@1
int v7; // eax@1
float v8; // ST34_4@1
float v9; // ST30_4@1
float v10; // ST08_4@1
float v11; // ST04_4@1
float green; // ST24_4@1
float red; // ST20_4@1
float v14; // ST24_4@1
float v15; // ST20_4@1
int v16; // ST2C_4@2
int v17; // eax@2
GLfloat v18; // ST2C_4@6
GLfloat v19; // ST2C_4@7
GLfloat v20; // ST2C_4@10
GLfloat v21; // ST2C_4@11
int v22; // ST18_4@12
int v23; // ST14_4@12
int v24; // eax@12
float v25; // ST1C_4@13
float v26; // ST18_4@13
float v27; // ST24_4@14
float v28; // ST20_4@14
int v29; // edx@14
int v30; // edx@14
int v31; // edx@15
int v33; // [sp+34h] [bp-104h]@1
char v34; // [sp+38h] [bp-100h]@1
char v35; // [sp+39h] [bp-FFh]@1
v33 = a1;
v34 = 0;
sub_9CF4B0((int)&v35, 0, 255);
sub_635FD0(1);
glColor4f(1.0, 1.0, 1.0, *(float *)(v33 + 128));
alpha = (int)dword_E8C58C;
v5 = (int)sub_41FE10(a2, a3);
sub_420120(v5, alpha);
v6 = (int)sub_41FE10(a2, a3);
sub_420040(v6, 0xFFu, 0xFFu, 0xFFu, 0xFFu);
v7 = (int)sub_41FE10(a2, a3);
sub_4200B0(v7, 0, 0, 0, 0);
v8 = (double)*(signed int *)(v33 + 124) * 0.5;
v9 = (double)*(signed int *)(v33 + 124) * 0.5;
v10 = (double)*(signed int *)(v33 + 16);
v11 = (double)*(signed int *)(v33 + 12);
sub_637C60(a2, a3, a4, 31610, v11, v10, 128.0, 128.0, *(float *)(v33 + 116), *(float *)(v33 + 120), v9, v8, 1, 1, 0.0);
green = (double)*(signed int *)(v33 + 8);
red = (double)*(signed int *)(v33 + 4);
sub_790A00(a2, a3, a4, 31608, red, green, 154.0, 162.0);
v14 = (double)*(signed int *)(v33 + 24);
v15 = (double)*(signed int *)(v33 + 20);
sub_790A00(a2, a3, a4, 31609, v15, v14, 134.0, 37.0);
glColor4f(1.0, 1.0, 1.0, *(float *)(v33 + 128));
if ( sub_8CAF90() )
{
v16 = (int)dword_E8C590;
v17 = (int)sub_41FE10(a2, a3);
sub_420120(v17, v16);
if ( flt_5EF5A1C - *(float *)(v33 + 144) > 500.0 )
{
*(float *)(v33 + 144) = flt_5EF5A1C;
*(_BYTE *)(v33 + 134) = 1;
}
if ( *(_BYTE *)(v33 + 134) )
{
if ( *(_DWORD *)(v33 + 140) >= 10 )
{
v19 = *(float *)(v33 + 140);
sub_50D100(a3, a4, (int)&v34, (int)"%d:%d", *(_DWORD *)(v33 + 136));
}
else
{
v18 = *(float *)(v33 + 140);
sub_50D100(a3, a4, (int)&v34, (int)"%d:0%d", *(_DWORD *)(v33 + 136));
}
}
else if ( *(_DWORD *)(v33 + 140) >= 10 )
{
v21 = *(float *)(v33 + 140);
sub_50D100(a3, a4, (int)&v34, (int)"%d %d", *(_DWORD *)(v33 + 136));
}
else
{
v20 = *(float *)(v33 + 140);
sub_50D100(a3, a4, (int)&v34, (int)"%d 0%d", *(_DWORD *)(v33 + 136));
}
v22 = *(_DWORD *)(v33 + 24) + 10;
v23 = *(_DWORD *)(v33 + 20);
v24 = (int)sub_41FE10(a2, a3);
sub_420150(v24, v23, v22, (int)&v34, 134, 0, 3, 0);
}
(*(void (__thiscall **)(int))(*(_DWORD *)v33 + 12))(v33);
glColor4f(1.0, 1.0, 0.0, *(float *)(v33 + 128));
v25 = (double)*(signed int *)(v33 + 104);
v26 = (double)*(signed int *)(v33 + 100);
sub_6378A0(v26, v25, 3.0, 3.0, 0.0, 0);
sub_635F50();
sub_635FD0(1);
glColor4f(1.0, 1.0, 1.0, *(float *)(v33 + 128));
if ( *(_BYTE *)(v33 + 132) == 1 )
{
v27 = (double)*(signed int *)(v33 + 32);
v28 = (double)*(signed int *)(v33 + 28);
sub_790A00(a2, a3, a4, 31614, v28, v27, 128.0, 53.0);
sub_888730(v33, a2, a3, a4);
sub_779540(v33 + 188, v29, *(float *)(v33 + 128), 1);
sub_779540(v33 + 360, v30, *(float *)(v33 + 128), 1);
sub_7797A0(v33 + 188, a2, a3, a4, 0);
sub_7797A0(v33 + 360, a2, a3, a4, 0);
}
sub_790880(v33 + 532, (int)dword_E8C58C);
sub_779540(v33 + 532, v31, *(float *)(v33 + 128), 1);
sub_7797A0(v33 + 532, a2, a3, a4, 0);
sub_635F50();
return 1;
}
// 5EF5A1C: using guessed type float flt_5EF5A1C;
my friend fix position on Cloak... Looks like crap... Its not fix in .dll its only fixed position in bmd.
here fixed Cloak of Death only bmd:You must be registered to see links
my friend fix position on Cloak... Looks like crap... Its not fix in .dll its only fixed position in bmd.
here fixed Cloak of Death only bmd:You must be registered to see links