Welcome!

Join our community of MMO enthusiasts and game developers! By registering, you'll gain access to discussions on the latest developments in MMO server files and collaborate with like-minded individuals. Join us today and unlock the potential of MMO server development!

Join Today!

How to enable Autosystem source sagupaan

Newbie Spellweaver
Joined
Jul 16, 2016
Messages
27
Reaction score
0
/////////////////////////////////////////////////////////////////////////////
// FileName : GLAutoSystem.cpp
// Project : Lib -- RanClient
// Coder : LG-7

#include "stdafx.h"
#include "GLAutoSystem/GLAutoSystem.h"

#ifdef _DEBUG
#define new DEBUG_NEW
#endif

SAUTO_SKILL::SAUTO_SKILL()
: m_bActive(FALSE)
, m_bFound(FALSE)
, m_nTab(-1)
, m_nLevMin(-1)
, m_nLevMax(-1)
, m_nRange(-1)
, m_sSkillID(NATIVEID_NULL())
{
m_sTargetID.RESET();
}

void SAUTO_SKILL::RESET()
{
m_bActive = FALSE;
m_bFound = FALSE;
m_nTab = -1;
m_nLevMin = -1;
m_nLevMax = -1;
m_nRange = -1;
m_sTargetID.RESET();
m_sSkillID = NATIVEID_NULL();
}

SAUTO_POTION::SAUTO_POTION()
: m_bActive(FALSE)
, m_nTab(-1)
, m_nHPSet(-1)
, m_nMPSet(-1)
, m_nSPSet(-1)
{
}

void SAUTO_POTION::RESET()
{
m_bActive = FALSE;
m_nTab = -1;
m_nHPSet = -1;
m_nMPSet = -1;
m_nSPSet = -1;
}

SAUTO_FOLLOW::SAUTO_FOLLOW()
: m_bFound(FALSE)
, m_bActive(FALSE)
, m_bMoving(FALSE)
, m_fReqTime(0.0f)
, m_nRange(-1)
{
m_strName.clear();
m_sTarID.RESET();
}

void SAUTO_FOLLOW::RESET()
{
m_strName.clear();
m_sTarID.RESET();
m_bFound = FALSE;
m_bActive = FALSE;
m_bMoving = FALSE;
m_fReqTime = 0.0f;
m_nRange = -1;
}

/////////////////////////////////////////////////////////////////////////////
// FileName : GLAutoSystem.h
// Project : Lib -- RanClient
// Coder : LG-7

#ifndef GLAUTOSYSTEM_H_
#define GLAUTOSYSTEM_H_

#pragma once

#include "../Lib_Engine/G-Logic/GLDefine.h"
#include "../GLCharDefine.h"

enum
{
nMAXSKILL_SLOT = 10,
nMAXPOTION_SLOT = 3,
nMAXPOTION_TYPE = 4
};

struct SAUTO_SKILL
{
BOOL m_bActive;
BOOL m_bFound;
int m_nTab;
int m_nLevMin;
int m_nLevMax;
int m_nRange;
STARGETID m_sTargetID;
SNATIVEID m_sSkillID;

SAUTO_SKILL();
void RESET();
};

struct SAUTO_POTION
{
BOOL m_bActive;
int m_nTab;
int m_nHPSet;
int m_nMPSet;
int m_nSPSet;

SAUTO_POTION();
void RESET();
};

struct SAUTO_FOLLOW
{
std::string m_strName;
STARGETID m_sTarID;
BOOL m_bFound;
BOOL m_bActive;
BOOL m_bMoving;
float m_fReqTime;
int m_nRange;

SAUTO_FOLLOW();
void RESET();
};

#endif // GLAUTOSYSTEM_H_

/////////////////////////////////////////////////////////////////////////////
// FileName : GLAutoSystemMsg.h
// Project : Lib -- RanClient
// Coder : LG-7

#pragma once

#include "GLAutoSystem.h"

enum EMTYPE
{
AUTOSYSTEM_TYPE_NONE = 0,
AUTOSYSTEM_TYPE_POTION = 1,
AUTOSYSTEM_TYPE_FOLLOW = 2
};

enum EMREQ
{
EMREQ_NONE = 0,
EMREQ_POTION_DELAY = 1,
EMREQ_FOLLOW = 2,
EMREQ_FOLLOW_UPDATE = 3,
EMREQ_FOLLOW_START = 4,
EMREQ_FOLLOW_STOP = 5,
EMREQ_FOLLOW_STOP_NO_USER = 6
};

namespace GLMSG
{
#pragma pack(1)

struct SNETPC_REQ_AUTOSYSTEM
{
NET_MSG_GENERIC nmg;
EMTYPE emTYPE;
EMREQ emREQ;

BOOL bPotionActive;
int nPotionTab;
int nHPSet;
int nMPSet;
int nSPSet;
float fAutoPotDelay;

SAUTO_FOLLOW sAutoFollow;

SNETPC_REQ_AUTOSYSTEM()
: emTYPE(AUTOSYSTEM_TYPE_NONE)
, emREQ(EMREQ_NONE)

, bPotionActive(FALSE)
, nPotionTab(-1)
, nHPSet(-1)
, nMPSet(-1)
, nSPSet(-1)
, fAutoPotDelay(0.0f)
{
sAutoFollow.RESET();

nmg.dwSize = sizeof(*this);
nmg.nType = NET_MSG_GCTRL_REQ_AUTOSYSTEM;
GASSERT(nmg.dwSize <= NET_DATA_BUFSIZE);
}
};

struct SNETPC_REQ_AUTOSYSTEM_FB
{
NET_MSG_GENERIC nmg;
EMTYPE emTYPE;
EMREQ emREQ;

float fAutoPotDelay;

SAUTO_FOLLOW sAutoFollow;

SNETPC_REQ_AUTOSYSTEM_FB()
: emTYPE(AUTOSYSTEM_TYPE_NONE)
, emREQ(EMREQ_NONE)

, fAutoPotDelay(0.0f)
{
sAutoFollow.RESET();

nmg.dwSize = sizeof(*this);
nmg.nType = NET_MSG_GCTRL_REQ_AUTOSYSTEM_FB;
GASSERT(nmg.dwSize <= NET_DATA_BUFSIZE);
}
};

#pragma pack()
};
 
Junior Spellweaver
Joined
Oct 12, 2015
Messages
148
Reaction score
1
You Can check Released Zone, they already post a Source that have an autosystem that compatible to sagupaan
 
Upvote 0
Back
Top