Yardım Başlangıçta itemleri efsunlu vermek

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asilords

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Çözüldü - Başlangıç itemlerini Source üzerinden ayarlamak
Bu kodları efsunlu vermesi şeklinde uyarladım buildtte hata alıyorum yardımcı olurmusunuz?

C++:
    //baslangic item verme
    t.owner = r_Tab.players[pPacketDB->bAccountCharacterIndex].dwID;

    struct SInitialItem
    {
        BYTE window;
        BYTE pos;
        DWORD count;

        DWORD dwVnum;

        long socket0;
        long socket1;
        long socket2;

        BYTE bType;
        int sValue;
    };

    const int MAX_INITIAL_ITEM = 10;

    static SInitialItem initialItems[JOB_MAX_NUM][MAX_INITIAL_ITEM] =
    {
        // {window_type, envanterdeki yeri, adeti, item_vnum, socket0, socket1, socket2, efsunadı0, efsunoranı0, efsunadı1, efsunoranı1, efsunadı2, efsunoranı2, efsunadı3, efsunoranı3, efsunadı4, efsunoranı4}

        {
            // WARRIOR
            {EQUIPMENT,    0,    1,    11209,    28441,    0,    0,    APPLY_MAX_HP,    3000,    APPLY_CAST_SPEED,    20,    APPLY_STEAL_HP,    10,    APPLY_DODGE,    10,    APPLY_ATT_GRADE_BONUS,    50},    // Zirh
            {EQUIPMENT,    1,    1,    12207,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0},    // Kafalik
            {EQUIPMENT,    2,    1,    15007,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0}, // Ayakkabi
            {EQUIPMENT,    3,    1,    14007,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0},    // Bilezik
            {EQUIPMENT,    4,    1,    19,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0},    // Silah
            {EQUIPMENT,    5,    1,    16007,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0}, // Kolye
            {EQUIPMENT,    6,    1,    17007,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0}, // Kupe
            {EQUIPMENT,    10,    1,    13007,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0},    // Kalkan

            {INVENTORY,    0,    1,    50187,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0}, //Cirak sandigi
        },

        {
            // ASSASSIN
            {EQUIPMENT,    0,    1,    11207,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0},    // Zirh
            {EQUIPMENT,    1,    1,    12207,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0},    // Kafalik
            {EQUIPMENT,    2,    1,    15007,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0}, // Ayakkabi
            {EQUIPMENT,    3,    1,    14007,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0},    // Bilezik
            {EQUIPMENT,    4,    1,    17,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0},    // Silah
            {EQUIPMENT,    5,    1,    16007,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0}, // Kolye
            {EQUIPMENT,    6,    1,    17007,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0}, // Kupe
            {EQUIPMENT,    10,    1,    13007,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0},    // Kalkan

            {INVENTORY,    0,    1,    50187,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0}, //Cirak sandigi
        },

        {
            // SURA
            {EQUIPMENT,    0,    1,    11207,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0},    // Zirh
            {EQUIPMENT,    1,    1,    12207,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0},    // Kafalik
            {EQUIPMENT,    2,    1,    15007,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0}, // Ayakkabi
            {EQUIPMENT,    3,    1,    14007,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0},    // Bilezik
            {EQUIPMENT,    4,    1,    17,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0},    // Silah
            {EQUIPMENT,    5,    1,    16007,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0}, // Kolye
            {EQUIPMENT,    6,    1,    17007,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0}, // Kupe
            {EQUIPMENT,    10,    1,    13007,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0},    // Kalkan

            {INVENTORY,    0,    1,    50187,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0}, //Cirak sandigi
        },

        {
            // SHAMAN
            {EQUIPMENT,    0,    1,    11207,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0},    // Zirh
            {EQUIPMENT,    1,    1,    12207,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0},    // Kafalik
            {EQUIPMENT,    2,    1,    15007,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0}, // Ayakkabi
            {EQUIPMENT,    3,    1,    14007,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0},    // Bilezik
            {EQUIPMENT,    4,    1,    17,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0},    // Silah
            {EQUIPMENT,    5,    1,    16007,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0}, // Kolye
            {EQUIPMENT,    6,    1,    17007,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0}, // Kupe
            {EQUIPMENT,    10,    1,    13007,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0},    // Kalkan

            {INVENTORY,    0,    1,    50187,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0}, //Cirak sandigi
        }
    };

    unsigned job = pPacketDB->player.byJob;
    extern bool RaceToJob(unsigned race, unsigned *ret_job);
    RaceToJob(job, &job);
    for (int i = 0; i < MAX_INITIAL_ITEM; i++)
    {
        if (initialItems[job][i].dwVnum == 0)
            continue;

        int job = pPacketDB->player.byJob;
        for (int i=0; i < MAX_INITIAL_ITEM; i++)
        {
            if (initialItems[job][i].dwVnum == 0)
                continue;

        t.id    = ITEM_MANAGER::instance().GetNewID();
        t.window    = initialItems[job][i].window;
        t.pos    = initialItems[job][i].pos;
        t.count    = initialItems[job][i].count;
        t.vnum    = initialItems[job][i].dwVnum;

        t.alSockets[0]    = initialItems[job][i].socket0;
        t.alSockets[1]    = initialItems[job][i].socket1;
        t.alSockets[2]    = initialItems[job][i].socket2;
        t.aAttr[0]    = initialItems[job][i].bType;
        t.aAttr[0]    = initialItems[job][i].sValue;
        t.aAttr[1]    = initialItems[job][i].bType;
        t.aAttr[1]    = initialItems[job][i].sValue;
        t.aAttr[2]    = initialItems[job][i].bType;
        t.aAttr[2]    = initialItems[job][i].sValue;
        t.aAttr[3]    = initialItems[job][i].bType;
        t.aAttr[3]    = initialItems[job][i].sValue;
        t.aAttr[4]    = initialItems[job][i].bType;
        t.aAttr[4]    = initialItems[job][i].sValue;

        db_clientdesc->DBPacketHeader(HEADER_GD_ITEM_SAVE, 0, sizeof(TPlayerItem));
        db_clientdesc->Packet(&t, sizeof(TPlayerItem));
    }
    //baslangic item verme bitis


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