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Roomtag [lead]

Newbie Spellweaver
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any source that has the lead in room tag ^ [LEAD] ^?
 
I'm retired, I'm already
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Code:
ZGame.cpp
add these in MTD_ShotInfo* ZGame::OnPeerShotgun_Damaged

		if ((strstr(ZGetGameClient()->GetStageName(), "[lead]")) || (strstr(ZGetGameClient()->GetStageName(), "[lead]")))
		{
			pickinfo.pObject->OnDamaged(pOwner, pOwner->GetPosition(), dt, pDesc->m_nWeaponType.Ref(), fActualDamage, fRatio );
		}
these in void ZGame::OnPeerShot_Range_Damaged
		if ((strstr(ZGetGameClient()->GetStageName(), "[lead]")) || (strstr(ZGetGameClient()->GetStageName(), "[lead]")))
		{
			pickinfo.pObject->OnDamaged(pOwner, pOwner->GetPosition(), dt, pDesc->m_nWeaponType.Ref(), fActualDamage, fRatio );
		}
these in void ZGame::OnPeerShot_Shotgun

	if ((strstr(ZGetGameClient()->GetStageName(), "[lead]")) || (strstr(ZGetGameClient()->GetStageName(), "[lead]")))
	{
		for (vector<ZShotInfo*>::iterator i = vInfo.begin(); i != vInfo.end(); i++)
		{
			ZShotInfo* p = *i;
			delete p;
		}
		vInfo.clear();
	}
 these in MTD_ShotInfo* ZGame::OnPeerShotgun_Damaged

		if ((strstr(ZGetGameClient()->GetStageName(), "[lead]")) || (strstr(ZGetGameClient()->GetStageName(), "[lead]")))
		{
			pickinfo.pObject->OnDamaged(pOwner, pOwner->GetPosition(), dt, pDesc->m_nWeaponType.Ref(), fActualDamage, fRatio );
		} else 
		{
			pShotInfo = new MTD_ShotInfo;
			pShotInfo->nLowId = pickinfo.pObject->GetUID().Low;
			pShotInfo->fDamage = fActualDamage;
			pShotInfo->fPosX = pOwner->GetPosition().x;
			pShotInfo->fPosY = pOwner->GetPosition().y;
			pShotInfo->fPosZ = pOwner->GetPosition().z;
			pShotInfo->fRatio = fRatio;
			pShotInfo->nDamageType = dt;
			pShotInfo->nWeaponType = pDesc->m_nWeaponType.Ref();
		}

	} else {

		if ((strstr(ZGetGameClient()->GetStageName(), "[lead]")) || (strstr(ZGetGameClient()->GetStageName(), "[lead]")))
		{
			pickinfo.pObject->OnDamaged(pOwner, pOwner->GetPosition(), dt, pDesc->m_nWeaponType.Ref(), fActualDamage, fRatio );
		}
		else
		{
			pShotInfo = new MTD_ShotInfo;
			pShotInfo->nLowId = pickinfo.pObject->GetUID().Low;
			pShotInfo->fDamage = fActualDamage;
			pShotInfo->fPosX = pOwner->GetPosition().x;
			pShotInfo->fPosY = pOwner->GetPosition().y;
			pShotInfo->fPosZ = pOwner->GetPosition().z;
			pShotInfo->fRatio = fRatio;
			pShotInfo->nDamageType = dt;
			pShotInfo->nWeaponType = pDesc->m_nWeaponType.Ref();
		}
	}
 
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