BCStorm - Group Gate fix

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  1. #1
    [̲̅$̲̅(̲̅1̲̅)̲̅$ ̲̅] leenster is offline
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    May 2008 Join Date
    KanaadaLocation
    992Posts

    BCStorm - Group Gate fix

    Here a fix for the group gates. After this fix only group members can pass through the gate.

    First find the group gate in your items_base (id 4532) and change the interaction type to gld_gate.

    In HabboHotel/Items/InteractionType.cs find
    PHP Code:
    onewaygate
    After that put
    PHP Code:
    gld_gate
    In HabboHotel/Items/InterractionTypes.cs find
    PHP Code:
    case InteractionType.onewaygate:
                        return 
    "onewaygate"
    After that put
    PHP Code:
    case InteractionType.gld_gate:
                        return 
    "gld_gate"
    Further down on that same page( HabboHotel/Items/InterractionTypes.cs) find another instance of
    PHP Code:
    case InteractionType.onewaygate:
                        return 
    "onewaygate"
    After that put
    PHP Code:
    case InteractionType.gld_gate:
                        return 
    "gld_gate"
    In RoomItems.cs find
    PHP Code:
    case InteractionType.onewaygate:
                            return new 
    InteractorOneWayGate(); 
    After that put
    PHP Code:
    case InteractionType.gld_gate:
                            return new 
    InteractorOneWayGate(); 
    In RoomItems.cs find
    PHP Code:
    case InteractionType.onewaygate:
                            
    roomUserByHabbo null
    Change that to
    PHP Code:
    case InteractionType.onewaygate:
                        case 
    InteractionType.gld_gate:
                            
    roomUserByHabbo null
    In InteractorOneWayGate.cs find
    PHP Code:
    internal override void OnTrigger(GameClient SessionRoomItem Itemint Requestbool UserHasRights
    Replace that entire method with this one
    PHP Code:
    internal override void OnTrigger(GameClient SessionRoomItem Itemint Requestbool UserHasRights)
            {
                if (
    Session != null)
                {
                    if (
    Item.GetBaseItem().InteractionType == InteractionType.onewaygate)
                    {
                        
    RoomUser roomUserByHabbo Item.GetRoom().GetRoomUserManager().GetRoomUserByHabbo(Session.GetHabbo().Id);
                        if (
    roomUserByHabbo != null)
                        {
                            if ((
    roomUserByHabbo.Coordinate != Item.SquareInFront) && roomUserByHabbo.CanWalk)
                            {
                                
    roomUserByHabbo.MoveTo(Item.SquareInFront);
                            }
                            else if (
    Item.GetRoom().GetGameMap().CanWalk(Item.SquareBehind.XItem.SquareBehind.YroomUserByHabbo.AllowOverride) && (Item.InteractingUser == 0))
                            {
                                
    Item.InteractingUser roomUserByHabbo.HabboId;
                                
    roomUserByHabbo.CanWalk false;
                                if (
    roomUserByHabbo.IsWalking && ((roomUserByHabbo.GoalX != Item.SquareInFront.X) || (roomUserByHabbo.GoalY != Item.SquareInFront.Y)))
                                {
                                    
    roomUserByHabbo.ClearMovement(true);
                                }
                                
    roomUserByHabbo.AllowOverride true;
                                
    roomUserByHabbo.MoveTo(Item.Coordinate);
                                
    Item.ReqUpdate(4true);
                                
                            }
                        }
                    }

                    if (
    Item.GetBaseItem().InteractionType == InteractionType.gld_gate)
                    {
                        if (
    Session.GetHabbo().ImGuilds.Contains(Convert.ToInt32(Item.Guilds_Data[0])))
                        {
                            
    RoomUser roomUserByHabbo Item.GetRoom().GetRoomUserManager().GetRoomUserByHabbo(Session.GetHabbo().Id);
                            if (
    roomUserByHabbo != null)
                            {
                                if ((
    roomUserByHabbo.Coordinate != Item.SquareInFront) && roomUserByHabbo.CanWalk)
                                {
                                    
    roomUserByHabbo.MoveTo(Item.SquareInFront);

                                }
                                else if (
    Item.GetRoom().GetGameMap().CanWalk(Item.SquareBehind.XItem.SquareBehind.YroomUserByHabbo.AllowOverride) && (Item.InteractingUser == 0))
                                {
                                    
    Item.InteractingUser roomUserByHabbo.HabboId;
                                    
    roomUserByHabbo.CanWalk false;
                                    if (
    roomUserByHabbo.IsWalking && ((roomUserByHabbo.GoalX != Item.SquareInFront.X) || (roomUserByHabbo.GoalY != Item.SquareInFront.Y)))
                                    {
                                        
    roomUserByHabbo.ClearMovement(true);
                                    }
                                    
    roomUserByHabbo.AllowOverride true;
                                    
    roomUserByHabbo.MoveTo(Item.Coordinate);
                                    
    Item.ReqUpdate(4true);
                                }
                            }
                        }
                        else 
                        {
                            
    Session.SendNotif("Only group members can open this gate.");
                        }
                    }

                }
            } 
    That should do it.

    I am aware that this is not exactly as they work on Habbo so if someone know how to fix it up then please post your fixes in this thread.


  2. #2
    Zephyr Studios PRIZM is offline
    MemberRank
    Feb 2012 Join Date
    DenmarkLocation
    2,291Posts

    Re: BCStorm - Group Gate fix

    Nice! Thanks for the fix Leenster!

  3. #3
    son, i am disappointed Squashing is offline
    MemberRank
    Apr 2011 Join Date
    CaliforniaLocation
    683Posts

    Re: BCStorm - Group Gate fix

    Fixed

    Doesn't work and 2 error's
    Last edited by Squashing; 15-01-13 at 07:33 AM.

  4. #4
    [̲̅$̲̅(̲̅1̲̅)̲̅$ ̲̅] leenster is offline
    MemberRank
    May 2008 Join Date
    KanaadaLocation
    992Posts

    Re: BCStorm - Group Gate fix

    Quote Originally Posted by Squashing View Post
    Fixed

    Doesn't work and 2 error's
    Looks like you forgot a } just put it on line 102 of InterActorOneWayGate.cs

  5. #5
    Check http://arcturus.pw The General is offline
    DeveloperRank
    Aug 2011 Join Date
    7,608Posts

    Re: BCStorm - Group Gate fix

    Wow awesome leen. Will test it all out when I get back from school. Really nice job. +rep and like :)

  6. #6
    Run, but I'll find you. Ddos Attack is offline
    MemberRank
    Jan 2011 Join Date
    AustraliaLocation
    908Posts

    Re: BCStorm - Group Gate fix

    Nice!! Great job leenster.
    When you say that it doesn't work like on Habbo, does that mean that the gate will not open when you attempt to walk on it?

  7. #7
    Proficient Member CrEcEp is offline
    MemberRank
    Oct 2011 Join Date
    166Posts

    Re: BCStorm - Group Gate fix

    Can not walk on it oneway gates does not work but code is ok

  8. #8
    Enthusiast HexHotel is offline
    MemberRank
    Sep 2012 Join Date
    33Posts

    Re: BCStorm - Group Gate fix

    Am i missing tables for the groups?

    Screenshot by Lightshot

    What i got for groups?

  9. #9
    Member Safari XP is offline
    MemberRank
    Jun 2013 Join Date
    56Posts

    Re: BCStorm - Group Gate fix

    sorry leenster im singaporean but what do you mean by "After that put"



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