New jjang for staff / admin

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  1. #1
    Proficient Member kryst4l is offline
    MemberRank
    Sep 2016 Join Date
    162Posts

    big grin 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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