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 [CODE] Screenshots cuando matas

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KenZoB

KenZoB


[CODE] Screenshots cuando matas Empty
PostSubject: [CODE] Screenshots cuando matas   [CODE] Screenshots cuando matas EmptyThu 13 Nov 2014, 10:56 pm

ClientSources:
Game.cpp buscar:

Code:
void CGame::NotifyMsg_EnemyKillReward(char *pData)
{
 DWORD * dwp;
 short * sp, sGuildRank;
 char  * cp, cName[12], cGuildName[24], cTxt[120];
 int  iExp, iEnemyKillCount, iWarContribution;

   ZeroMemory(cName, sizeof(cName));
   ZeroMemory(cGuildName, sizeof(cGuildName));

   cp = (char *)(pData + DEF_INDEX2_MSGTYPE + 2);
   dwp  = (DWORD *)cp;
   iExp = *dwp;
   cp += 4;
   dwp  = (DWORD *)cp;
   iEnemyKillCount = *dwp;
   cp += 4;
   memcpy(cName, cp, 10);
   cp += 10;
   memcpy(cGuildName, cp, 20);
   cp += 20;
   sp  = (short *)cp;
   sGuildRank = *sp;
   cp += 2;
   sp  = (short *)cp;
   iWarContribution = *sp;
   cp += 2;

   if (iWarContribution > m_iWarContribution)
   {   wsprintf(G_cTxt, "%s +%d!", m_pGameMsgList[21]->m_pMsg, iWarContribution - m_iWarContribution);
      SetTopMsg(G_cTxt, 5);
   }else if (iWarContribution < m_iWarContribution)
   {}
   m_iWarContribution = iWarContribution;

   if (sGuildRank == -1)
   {   wsprintf(cTxt, NOTIFYMSG_ENEMYKILL_REWARD1, cName);
      AddEventList(cTxt, 10);
   }else
   {   wsprintf(cTxt, NOTIFYMSG_ENEMYKILL_REWARD2, cName, cGuildName); // Fixed by Snoopy
      AddEventList(cTxt, 10);
   }

/*   if( m_iExp != iExp ) // removed by snoopy because too much msg hide victim's name
   {   if (m_iExp > iExp) wsprintf(cTxt, EXP_DECREASED,m_iExp - iExp);
      else wsprintf(cTxt, EXP_INCREASED,iExp - m_iExp);
      AddEventList(cTxt, 10);
   }*/

   if (m_iEnemyKillCount != iEnemyKillCount)
   {   if (m_iEnemyKillCount > iEnemyKillCount)
      {   wsprintf(cTxt, NOTIFYMSG_ENEMYKILL_REWARD5,m_iEnemyKillCount - iEnemyKillCount);
         AddEventList(cTxt, 10);
      }else
      {   wsprintf(cTxt, NOTIFYMSG_ENEMYKILL_REWARD6, iEnemyKillCount - m_iEnemyKillCount);
         AddEventList(cTxt, 10);
      }
   }

   if( iExp >= 0 ) m_iExp = iExp;
   if( iEnemyKillCount >= 0 ) m_iEnemyKillCount = iEnemyKillCount;
   PlaySound('E', 23, 0);
}

y abajo del todo (abajo de PlaySound('E', 23, 0); )

Agregan:

Code:
CreateScreenShot();

Quedaría así:

Code:
void CGame::NotifyMsg_EnemyKillReward(char *pData)
{
 DWORD * dwp;
 short * sp, sGuildRank;
 char  * cp, cName[12], cGuildName[24], cTxt[120];
 int  iExp, iEnemyKillCount, iWarContribution;

   ZeroMemory(cName, sizeof(cName));
   ZeroMemory(cGuildName, sizeof(cGuildName));

   cp = (char *)(pData + DEF_INDEX2_MSGTYPE + 2);
   dwp  = (DWORD *)cp;
   iExp = *dwp;
   cp += 4;
   dwp  = (DWORD *)cp;
   iEnemyKillCount = *dwp;
   cp += 4;
   memcpy(cName, cp, 10);
   cp += 10;
   memcpy(cGuildName, cp, 20);
   cp += 20;
   sp  = (short *)cp;
   sGuildRank = *sp;
   cp += 2;
   sp  = (short *)cp;
   iWarContribution = *sp;
   cp += 2;

   if (iWarContribution > m_iWarContribution)
   {   wsprintf(G_cTxt, "%s +%d!", m_pGameMsgList[21]->m_pMsg, iWarContribution - m_iWarContribution);
      SetTopMsg(G_cTxt, 5);
   }else if (iWarContribution < m_iWarContribution)
   {}
   m_iWarContribution = iWarContribution;

   if (sGuildRank == -1)
   {   wsprintf(cTxt, NOTIFYMSG_ENEMYKILL_REWARD1, cName);
      AddEventList(cTxt, 10);
   }else
   {   wsprintf(cTxt, NOTIFYMSG_ENEMYKILL_REWARD2, cName, cGuildName); // Fixed by Snoopy
      AddEventList(cTxt, 10);
   }

/*   if( m_iExp != iExp ) // removed by snoopy because too much msg hide victim's name
   {   if (m_iExp > iExp) wsprintf(cTxt, EXP_DECREASED,m_iExp - iExp);
      else wsprintf(cTxt, EXP_INCREASED,iExp - m_iExp);
      AddEventList(cTxt, 10);
   }*/

   if (m_iEnemyKillCount != iEnemyKillCount)
   {   if (m_iEnemyKillCount > iEnemyKillCount)
      {   wsprintf(cTxt, NOTIFYMSG_ENEMYKILL_REWARD5,m_iEnemyKillCount - iEnemyKillCount);
         AddEventList(cTxt, 10);
      }else
      {   wsprintf(cTxt, NOTIFYMSG_ENEMYKILL_REWARD6, iEnemyKillCount - m_iEnemyKillCount);
         AddEventList(cTxt, 10);
      }
   }

   if( iExp >= 0 ) m_iExp = iExp;
   if( iEnemyKillCount >= 0 ) m_iEnemyKillCount = iEnemyKillCount;
   PlaySound('E', 23, 0);
        CreateScreenShot();
}


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