- Joined
- Aug 10, 2011
- Messages
- 77
- Reaction score
- 133
Yeah about my old source... i accidently formated my drive that my gunz source was in when i was rebuilding my PC... **** happen i guess, well let's get to the point, I've somewhat found out that one of my friend shared this code whit someone here on RZ, so instead of having him brag about it, i will make it public.
Video:
ZCombatInterface.cpp Line:240
Bellow: bool IsMenuVisible() { return m_bMenuVisible; }
Add:
ZCombatInterface.h Line: 122
Bellow: bool m_bMenuVisible;
Add:
ZCombatInterface.cpp Line: 1424
Above: void ZCombatInterface::Update(float fElapsed)
Add:
ZCombatInterface.cpp Line: 1545
Above: GameCheckPickCharacter();
Replace:
To:
ZCombatInterface.cpp Line: 3798
Replace:
To:
ZCombatInterface.cpp Line: 3804
Replace:
To:
ZGameInput.cpp Line: 538
Replace:
To:
ZMyCharacter.cpp Line: 1448
Above: if (m_pVMesh)
Replace:
To:
ZWeaponScreenEffect.cpp Line:66
Remove: return;
ZWeaponScreenEffect.cpp Line:77
Remove: return;
ZWeaponScreenEffect.cpp Line:73
Replace:
To
Sniperscope:
Note: This is maybe a comeback, maybe a farewell, who actually know...
Video:
ZCombatInterface.cpp Line:240
Bellow: bool IsMenuVisible() { return m_bMenuVisible; }
Add:
Code:
bool bSniferMode() { return m_bSniferMode; }
ZCombatInterface.h Line: 122
Bellow: bool m_bMenuVisible;
Add:
Code:
bool m_bSniferMode;
ZCombatInterface.cpp Line: 1424
Above: void ZCombatInterface::Update(float fElapsed)
Add:
Code:
bool m_bSniferMode = false;
ZCombatInterface.cpp Line: 1545
Above: GameCheckPickCharacter();
Replace:
Code:
if (pCharacter->GetItems()->GetSelectedWeaponParts() == MMCIP_MELEE) {
ShowCrossHair(false);
} else {
ShowCrossHair(true);
}
Code:
if ((pCharacter->GetItems()->GetSelectedWeaponParts() == MMCIP_MELEE) || (pSItem->GetDesc()->m_nWeaponType.Ref() == MWT_SNIFER) && (m_bSniferMode == false)){
ShowCrossHair(false);
} else {
ShowCrossHair(true);
}
ZCombatInterface.cpp Line: 3798
Replace:
Code:
void ZCombatInterface::OnGadget(MMatchWeaponType nWeaponType)
{
if (m_pWeaponScreenEffect) m_pWeaponScreenEffect->OnGadget(nWeaponType);
m_CrossHair.Show(false);
}
Code:
void ZCombatInterface::OnGadget(MMatchWeaponType nWeaponType)
{
m_bSniferMode = true;
if (m_pWeaponScreenEffect) m_pWeaponScreenEffect->OnGadget(nWeaponType);
}
ZCombatInterface.cpp Line: 3804
Replace:
Code:
void ZCombatInterface::OnGadgetOff()
{
if (m_pWeaponScreenEffect) m_pWeaponScreenEffect->OnGadgetOff();
m_CrossHair.Show(true);
}
Code:
void ZCombatInterface::OnGadgetOff()
{
m_bSniferMode = false;
if (m_pWeaponScreenEffect) m_pWeaponScreenEffect->OnGadgetOff();
}
ZGameInput.cpp Line: 538
Replace:
Code:
case MWM_MOUSEWHEEL:
{
if ( ZGetGame()->IsReplay())
break;
int nDelta = pEvent->nDelta;
if ( (ZGetMyInfo()->IsAdminGrade() && ZGetCombatInterface()->GetObserver()->IsVisible()) ||
(ZGetGameInterface()->GetScreenDebugger()->IsVisible()) ||
(!ZGetGameInterface()->m_bViewUI))
{
ZCamera* pCamera = ZGetGameInterface()->GetCamera();
pCamera->m_fDist+=-(float)nDelta;
pCamera->m_fDist=max(CAMERA_DIST_MIN,pCamera->m_fDist);
pCamera->m_fDist=min(CAMERA_DIST_MAX,pCamera->m_fDist);
break;
}
// if (nDelta > 0) ZGetGameInterface()->ChangeWeapon(ZCWT_PREV);
// else if (nDelta < 0) ZGetGameInterface()->ChangeWeapon(ZCWT_NEXT);
}break;
Code:
case MWM_MOUSEWHEEL:
{
if (ZGetGame()->IsReplay())
break;
int nDelta = pEvent->nDelta;
if ((ZGetGameInterface()->GetCombatInterface()->bSniferMode())){
if(pEvent->nDelta<0){
g_fFOV+=(05.0f / 180.0f * pi);
g_fFOV=max((10.0f / 180.0f * pi),g_fFOV);
g_fFOV=min((60.0f / 180.0f * pi),g_fFOV);
break;
}else{
g_fFOV-=(05.0f / 180.0f * pi);
g_fFOV=max((10.0f / 180.0f * pi),g_fFOV);
g_fFOV=min((60.0f / 180.0f * pi),g_fFOV);
break;
}
break;
}else if ((ZGetGameInterface()->GetScreenDebugger()->IsVisible())){
ZCamera* pCamera = ZGetGameInterface()->GetCamera();
pCamera->m_fDist+=-(float)nDelta;
pCamera->m_fDist=max(CAMERA_DIST_MIN,pCamera->m_fDist);
pCamera->m_fDist=min(CAMERA_DIST_MAX,pCamera->m_fDist);
break;
}
}break;
ZMyCharacter.cpp Line: 1448
Above: if (m_pVMesh)
Replace:
Code:
// RangeŸÀÔÀÇ ¹«±âŸÀÔ¸¶´Ù °¢°¢ÀÇ GadgetÀ» ¼öÇàÇÑ´Ù
if (ZIsActionKeyPressed(ZACTION_USE_WEAPON2))
{
ZItem* pSelectedItem = GetItems()->GetSelectedWeapon();
if (pSelectedItem)
{
if(pSelectedItem->GetDesc()) {
switch (pSelectedItem->GetDesc()->m_nWeaponType.Ref())
{
case MWT_SNIFER:
{
OnGadget_Snifer();
}
break;
}
}
}
}
Code:
// RangeŸÀÔÀÇ ¹«±âŸÀÔ¸¶´Ù °¢°¢ÀÇ GadgetÀ» ¼öÇàÇÑ´Ù
if( zStatus.m_bRButtonFirstPressed && ZIsActionKeyPressed(ZACTION_USE_WEAPON2)) {
MMatchWeaponType type = MWT_NONE;
ZItem* pSItem = GetItems()->GetSelectedWeapon();
if(pSItem && pSItem->GetDesc())
type = pSItem->GetDesc()->m_nWeaponType.Ref();
switch(type){
case MWT_SNIFER :
zStatus.m_bSniferMode = !zStatus.m_bSniferMode;
ZCombatInterface* ci=ZGetCombatInterface();
if (zStatus.m_bSniferMode){
ci->OnGadget(MWT_SNIFER);
}else{
ci->OnGadgetOff();
}
break;
}
}
ZWeaponScreenEffect.cpp Line:66
Remove: return;
Code:
Should look like this:
void ZWeaponScreenEffect::OnGadget(MMatchWeaponType nWeaponType)
{
if (m_nWeaponType == nWeaponType) return;
if (m_nWeaponType != MWT_NONE) OnGadgetOff();
InitWeapon(nWeaponType);
m_nWeaponType = nWeaponType;
}
ZWeaponScreenEffect.cpp Line:77
Remove: return;
Code:
Should look like this:
void ZWeaponScreenEffect::OnGadgetOff()
{
FinalWeapon(m_nWeaponType);
m_nWeaponType = MWT_NONE;
}
ZWeaponScreenEffect.cpp Line:73
Replace:
Code:
((MBitmapR2*)m_pSniferPanel)->Create("snifer.png", RGetDevice(), "interface/Default/Combat/snifer.png");
Code:
((MBitmapR2*)m_pSniferPanel)->Create("sniperscope.png", RGetDevice(), "Custom/Crosshair/sniperscope.png");
Sniperscope:
Note: This is maybe a comeback, maybe a farewell, who actually know...
Last edited:

