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Join Today!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();
}
}
jorklenis2 And how would you put the room tag to show a message that the lead is activated? Thanks for the friend code.