[CODE] [Angel Bump Fixed]

#1
Cuando chocamos con algo y tenemos un Angel equipado, casi siempre aparecen muchas auras distintas, reemplazar esta función dentro del cliente y el problema estará resuelto.

Code: Select all

void CGame::DrawAngel(int iSprite, short sX, short sY, char cFrame, DWORD dwTime)
{
if ( (_tmp_iStatus & 0x10) != 0) {
if ((_tmp_iStatus & 0x1000) != 0) m_pSprite[DEF_SPRID_TUTELARYANGELS_PIVOTPOINT+iSprite]->PutTransSprite(sX, sY, cFrame, dwTime); //AngelicPendant(STR)
else if ((_tmp_iStatus & 0x2000) != 0) m_pSprite[DEF_SPRID_TUTELARYANGELS_PIVOTPOINT+(50*1)+iSprite]->PutTransSprite(sX, sY, cFrame, dwTime); //AngelicPendant(DEX)
else if ((_tmp_iStatus & 0x4000) != 0) m_pSprite[DEF_SPRID_TUTELARYANGELS_PIVOTPOINT+(50*2)+iSprite]->PutTransSprite(sX, sY-15, cFrame, dwTime);//AngelicPendant(INT)
else if ((_tmp_iStatus & 0x8000) != 0) m_pSprite[DEF_SPRID_TUTELARYANGELS_PIVOTPOINT+(50*3)+iSprite]->PutTransSprite(sX, sY-15, cFrame, dwTime);//AngelicPendant(MAG)
} else
{
if ((_tmp_iStatus & 0x1000) != 0) m_pSprite[DEF_SPRID_TUTELARYANGELS_PIVOTPOINT+iSprite]->PutSpriteFast(sX, sY, cFrame, dwTime); //AngelicPendant(STR)
else if ((_tmp_iStatus & 0x2000) != 0) m_pSprite[DEF_SPRID_TUTELARYANGELS_PIVOTPOINT+(50*1)+iSprite]->PutSpriteFast(sX, sY, cFrame, dwTime); //AngelicPendant(DEX)
else if ((_tmp_iStatus & 0x4000) != 0) m_pSprite[DEF_SPRID_TUTELARYANGELS_PIVOTPOINT+(50*2)+iSprite]->PutSpriteFast(sX, sY-15, cFrame, dwTime);//AngelicPendant(INT)
else if ((_tmp_iStatus & 0x8000) != 0) m_pSprite[DEF_SPRID_TUTELARYANGELS_PIVOTPOINT+(50*3)+iSprite]->PutSpriteFast(sX, sY-15, cFrame, dwTime);//AngelicPendant(MAG)
}
}
Suerte!

Who is online

Users browsing this forum: No registered users and 2 guests

cron