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Proficient Member
New jjang for staff / admin
I release add jjang full here
http://forum.ragezone.com/f245/release-pgrade-jjang-1-5-a-1118802/
And now i release new staff jjang for who cares~~ ( Sorry bad english )
Search : ZGame.h
void OnEventUpdateJjang(const MUID& uidChar, bool bJjang);
Under this add
void OnUpdateJjangStaff(const MUID& uidChar, bool bJjangStaff);
Search : ZGame.cpp
void ZGame::OnEventUpdateJjang(const MUID& uidChar, bool bJjang)
{
ZCharacter* pCharacter = m_CharacterManager.Find(uidChar);
if (pCharacter == NULL) return;
if (bJjang)
ZGetEffectManager()->AddStarEffect(pCharacter);
}
Under this add
void ZGame::OnUpdateJjangStaff(const MUID& uidChar, bool bJjangStaff)
{
ZCharacter* pCharacter = m_CharacterManager.Find(uidChar);
if (pCharacter == NULL) return;
if (bJjangStaff)
ZGetEffectManager()->AddStaffEffect(pCharacter);
}
Search : ZCharacter.cpp
void ZCharacter::InitRound()
{
// ¿Â°ÔÀÓ³ÝÀÇ ¿äûÀ¸·Î ¯ ¾ÆÀÌÄÜÀ» ´Þ¾ÆÁØ´Ù. initround½Ã¿¡, ³ÀÔÇÒ¶§ ´Þ¾ÆÁØ´Ù
if(GetUserGrade()==MMUG_STAR) {
ZGetEffectManager()->AddStarEffect(this);
}
}
Read code and ADD
if(GetUserGrade()==MMUG_ADMIN) {
ZGetEffectManager()->AddStaffEffect(this);
}
if(GetUserGrade()==MMUG_DEVELOPER) {
ZGetEffectManager()->AddStaffEffect(this);
}
if(GetUserGrade()==MMUG_EVENTMASTER) {
ZGetEffectManager()->AddStaffEffect(this);
}[/spoiler]
Y deberia quedarnos asi :
[spoiler]void ZCharacter::InitRound()
{
if(GetUserGrade()==MMUG_STAR) {
ZGetEffectManager()->AddStarEffect(this);
}
if(GetUserGrade()==MMUG_ADMIN) {
ZGetEffectManager()->AddStaffEffect(this);
}
if(GetUserGrade()==MMUG_DEVELOPER) {
ZGetEffectManager()->AddStaffEffect(this);
}
if(GetUserGrade()==MMUG_EVENTMASTER) {
ZGetEffectManager()->AddStaffEffect(this);
}
}
Search : ZEffectManager.cpp
class ZEffectIconLoopStar : public ZEffectIconLoop {
// ¸â¹ö¸¦ Ãß°¡ÇÏ¸é ¿¡·¯
private:
public:
ZEffectIconLoopStar(RMesh* pMesh, ZObject* pObj)
: ZEffectIconLoop(pMesh,pObj)
{}
virtual bool Draw(unsigned long int nTime)
{
MMatchObjCache* pCache = ZGetGameClient()->FindObjCache(m_uid);
if (pCache && pCache->GetUGrade() != MMUG_STAR)
return false;
bool DidDraw = ZEffectIconLoop::Draw(nTime);
return DidDraw;
}
};
Add Under this
class ZEffectIconLoopStaff : public ZEffectIconLoop {
private:
public:
ZEffectIconLoopStaff(RMesh* pMesh, ZObject* pObj)
: ZEffectIconLoop(pMesh,pObj)
{}
virtual bool Draw(unsigned long int nTime)
{
MMatchObjCache* pCache = ZGetGameClient()->FindObjCache(m_uid);
if (pCache && pCache->GetUGrade() != MMUG_ADMIN)
if (pCache && pCache->GetUGrade() != MMUG_DEVELOPER)
if (pCache && pCache->GetUGrade() != MMUG_EVENTMASTER)
return false;
bool DidDraw = ZEffectIconLoop::Draw(nTime);
return DidDraw;
}
};
NEXT Search
void ZEffectManager::AddStaffEffect( ZObject *pObj )
{
ZEffect* pNew = NULL;
pNew = new ZEffectIconLoopStaff(m_pEffectMeshMgr->Get("event_ongame_jjang"),pObj);
((ZEffectIconLoop*)pNew)->SetAlignType(1);
((ZEffectIconLoop*)pNew)->m_type = eq_parts_pos_info_Spine2;
Add(pNew);
/*
ZEffect* pNew = NULL;
pNew = new ZEffectIconLoop(m_pEffectMeshMgr->Get("event_ongame_jjang"),pObj, rvector(0,0,90));
((ZEffectIconLoop*)pNew)->SetAlignType(2);
((ZEffectIconLoop*)pNew)->m_type = eq_parts_pos_info_Spine1;
Add(pNew);
*/
}
Add more
void ZEffectManager::AddStaffEffect( ZObject *pObj )
{
ZEffect* pNew = NULL;
pNew = new ZEffectIconLoopStaff(m_pEffectMeshMgr->Get("event_admini_jjang"),pObj);
((ZEffectIconLoop*)pNew)->SetAlignType(1);
((ZEffectIconLoop*)pNew)->m_type = eq_parts_pos_info_Spine2;
Add(pNew);
}
You can build Source Gunz.sln now~~
Go SFX.mrs and Unpack
and Use Hex Editor
Create Folder Staff
And Add Jjang Staff of you here

Open Hex Editor and edit as picture

Go effect_list.xml and add
<AddEffectElu name="event_ongame_jjang">
<AddBaseModel name="event_ongame_jjang" filename="ef_event_ongame_jjang.elu" />
<AddAnimation name="play" filename="ef_event_ongame_jjang.elu.ani" motion_type="0" motion_loop_type="loop" />
</AddEffectElu>
Under this add
<AddEffectElu name="event_admini_jjang">
<AddBaseModel name="event_admini_jjang" filename="ef_event_admin_jjang.elu" />
<AddAnimation name="play" filename="ef_event_admin_jjang.elu.ani" motion_type="0" motion_loop_type="loop" />
</AddEffectElu>
You can edit your disposal
This code not by me if error call me~~
Then this post i will try~~
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