Userinterface/InstanceBase.h aç
Arat:
void SetSpecialEffect(DWORD dwArmorEffect = 0, DWORD dwWeaponEffectRight = 0, DWORD dwWeaponEffectLeft = 0);
Altına Ekle:
void AddWeaponEffectLeft(DWORD dwWeaponEffectLeft);
void AddWeaponEffectRight(DWORD dwWeaponEffectRight);
void AddArmorEffect(DWORD dwArmorEffect);
Userinterface/InstanceBase.cpp aç
Arat:
void CInstanceBase::SetSpecialEffect(DWORD dwArmorEffect, DWORD dwWeaponEffectRight, DWORD dwWeaponEffectLeft)
{
if (!IsPC())
return;
m_awPart[CRaceData::BODY_EFFECT] = dwArmorEffect;
SpecialEffectCheck();
m_awPart[CRaceData::WEAPON_RIGHT_EFFECT] = dwWeaponEffectRight;
m_awPart[CRaceData::WEAPON_LEFT_EFFECT] = dwWeaponEffectLeft;
SpecialEffectCheck(true);
}
Altına Ekle:
void CInstanceBase::AddWeaponEffectLeft(DWORD dwWeaponEffectLeft)
{
m_awPart[CRaceData::WEAPON_LEFT_EFFECT] = dwWeaponEffectLeft;
SpecialEffectCheck(true);
}
void CInstanceBase::AddWeaponEffectRight(DWORD dwWeaponEffectRight)
{
m_awPart[CRaceData::WEAPON_RIGHT_EFFECT] = dwWeaponEffectRight;
SpecialEffectCheck(true);
}
void CInstanceBase::AddArmorEffect(DWORD dwArmorEffect)
{
m_awPart[CRaceData::BODY_EFFECT] = dwArmorEffect;
SpecialEffectCheck();
}
EterLib/CRenderTarget.h aç
Arat:
void SetArmor(DWORD vnum);
Altına Ekle:
void SetWeaponLeftEffect(DWORD effect);
void SetWeaponRightEffect(DWORD effect);
void SetArmorEffect(DWORD effect);
EterLib/CRenderTarget.cpp aç
Arat:
void CRenderTarget::SetWeapon(DWORD vnum)
{
if (!m_visible || !m_pModel)
return;
m_pModel->ChangeWeapon(vnum);
auto& camera_manager = CCameraManager::instance();
camera_manager.SetCurrentCamera(CCameraManager::SHOPDECO_CAMERA);
camera_manager.GetCurrentCamera()->SetTargetHeight(110.0);
camera_manager.ResetToPreviousCamera();
}
Altına Ekle:
void CRenderTarget::SetWeaponRightEffect(DWORD effect)
{
if (!m_visible || !m_pModel)
return;
m_pModel->AddWeaponEffectRight(effect);
auto& camera_manager = CCameraManager::instance();
camera_manager.SetCurrentCamera(CCameraManager::SHOPDECO_CAMERA);
camera_manager.GetCurrentCamera()->SetTargetHeight(110.0);
camera_manager.ResetToPreviousCamera();
}
void CRenderTarget::SetWeaponLeftEffect(DWORD effect)
{
if (!m_visible || !m_pModel)
return;
m_pModel->AddWeaponEffectLeft(effect);
auto& camera_manager = CCameraManager::instance();
camera_manager.SetCurrentCamera(CCameraManager::SHOPDECO_CAMERA);
camera_manager.GetCurrentCamera()->SetTargetHeight(110.0);
camera_manager.ResetToPreviousCamera();
}
void CRenderTarget::SetArmorEffect(DWORD effect)
{
if (!m_visible || !m_pModel)
return;
m_pModel->AddArmorEffect(effect);
}
Userinterface/CPythonRenderTargetModule.cpp aç
Arat:
PyObject* renderTargetSetArmor(PyObject* poSelf, PyObject* poArgs)
{
BYTE index = 0;
if (!PyTuple_GetByte(poArgs, 0, &index))
return Py_BadArgument();
int modelIndex = 0;
if (!PyTuple_GetInteger(poArgs, 1, &modelIndex))
return Py_BadArgument();
CRenderTargetManager::Instance().GetRenderTarget(index)->SetArmor(modelIndex);
return Py_BuildNone();
}
Altına Ekle:
PyObject* renderTargetSetArmorEffect(PyObject* poSelf, PyObject* poArgs)
{
BYTE index = 0;
if (!PyTuple_GetByte(poArgs, 0, &index))
return Py_BadArgument();
int efektindex = 0;
if (!PyTuple_GetInteger(poArgs, 1, &efektindex))
return Py_BadArgument();
CRenderTargetManager::Instance().GetRenderTarget(index)->SetArmorEffect(efektindex);
return Py_BuildNone();
}
PyObject* renderTargetSetWeaponLeftEffect(PyObject* poSelf, PyObject* poArgs)
{
BYTE index = 0;
if (!PyTuple_GetByte(poArgs, 0, &index))
return Py_BadArgument();
int efektindex = 0;
if (!PyTuple_GetInteger(poArgs, 1, &efektindex))
return Py_BadArgument();
CRenderTargetManager::Instance().GetRenderTarget(index)->SetWeaponLeftEffect(efektindex);
return Py_BuildNone();
}
PyObject* renderTargetSetWeaponRightEffect(PyObject* poSelf, PyObject* poArgs)
{
BYTE index = 0;
if (!PyTuple_GetByte(poArgs, 0, &index))
return Py_BadArgument();
int efektindex = 0;
if (!PyTuple_GetInteger(poArgs, 1, &efektindex))
return Py_BadArgument();
CRenderTargetManager::Instance().GetRenderTarget(index)->SetWeaponRightEffect(efektindex);
return Py_BuildNone();
}
Tekrar ara:
{ "SelectModel", renderTargetSelectModel, METH_VARARGS },
Altına Ekle:
{ "SetArmorEffect", renderTargetSetArmorEffect, METH_VARARGS },
{ "SetWeaponRightEffect", renderTargetSetWeaponRightEffect, METH_VARARGS },
{ "SetWeaponLeftEffect", renderTargetSetWeaponLeftEffect, METH_VARARGS },
Kullanım şekli
renderTarget.SetArmorEffect(index,efektkodu)
renderTarget.SetWeaponRightEffect(index,efektkodu)
renderTarget.SetWeaponLeftEffect(index,efektkodu)