Hier gibts jetzt die Snippets für das Colosseum (Ranking funktion ist leider nicht dabei). Die Resourcen müsst ihr aber selber einbauen (maps, NPC usw..).
Zuerst die eigenen Dateien für das Colosseum
Die Colosseum.lua kommt in den Resource Ordner.
Die ColosseumFunc.lua kommt in den "LuaFunc" Ordner der sich im Resource Ordner befindet.
WndColosseum.cpp / WndColosseum.h kommen im Source in den Ordner "_Interface".
Colosseum.cpp / Colosseum.cpp kommen im Source in den Ordner "_Common".
Danach adden wir noch die WndColosseum.cpp/h in die Neuz Solution und die Colosseum.cpp/h in die WorldServer Solution
Dann adden wir noch die Define für das Colosseum in den Dateien ../NEUZ/versioncommon.h und ../WORLDSERVER/versioncommon.h
Code:
#define __COLOSSEUM
../_Interface/WndWorld.cpp
Wir gehen zur Function
Code:
BOOL CWndWorld::OnEraseBkgnd(C2DRender* p2DRender)
Code:
pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE ); pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE ); pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE ); pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE ); pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE ); pd3dDevice->SetRenderState( D3DRS_ALPHAREF, 0x08 );
Code:
#ifdef __COLOSSEUM if ( dwColosseumStartSplashTick > g_tmCurrent ) { int nAlpha = ( dwColosseumStartSplashTick - g_tmCurrent ) / 32; if( nAlpha > 255 ) nAlpha = 255; int x = (GetClientRect().Width() / 2) - (m_TexColosseumStart.m_size.cx / 2); int y = (GetClientRect().Height() / 2) - (m_TexColosseumStart.m_size.cy / 2); m_TexColosseumStart.Render( &g_Neuz.m_2DRender, CPoint(x, y) , nAlpha ); } #endif //__COLOSSEUM
Wir gehen zur Function
Code:
void CWndWorld::OnInitialUpdate()
Code:
m_TexGuildWinner.LoadTexture( m_pApp->m_pd3dDevice, MakePath( DIR_THEME, "TexGuildCombatWinner.bmp" ), 0xffff00ff ); m_TexGuildBest.LoadTexture( m_pApp->m_pd3dDevice, MakePath( DIR_THEME, "TexGuildCombatBest.bmp" ), 0xffff00ff );
Code:
#ifdef __COLOSSEUM dwColosseumStartSplashTick = 0; m_TexColosseumStart.LoadTexture( m_pApp->m_pd3dDevice, MakePath( DIR_THEME, "WndColoCountDesign.tga" ), D3DCOLOR_ARGB( 0, 0, 0, 0 ) ); #endif //__COLOSSEUM
Wir gehen zur Function
Code:
BOOL CWndWorld::OnCommand( UINT nID, DWORD dwMessage, CWndBase* pWndBase )
Code:
switch( nID ) {
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#ifdef __COLOSSEUM case MMI_COLOSSEUM_COLOENTER01: { SAFE_DELETE( g_WndMng.m_pColosseumEnter ); g_WndMng.m_pColosseumEnter = new CWndColosseumEnter; if( g_WndMng.m_pColosseumEnter ) g_WndMng.m_pColosseumEnter->Initialize(); } break; #endif //__COLOSSEUM
Wir gehen zur Function
Code:
HRESULT CWndWorld::InvalidateDeviceObjects()
Code:
m_TexGuildWinner.Invalidate(); m_TexGuildBest.Invalidate();
Code:
#ifdef __COLOSSEUM m_TexColosseumStart.Invalidate(); #endif //__COLOSSEUM
Wir gehen zur Function
Code:
HRESULT CWndWorld::DeleteDeviceObjects()
Code:
m_TexGuildWinner.DeleteDeviceObjects(); m_TexGuildBest.DeleteDeviceObjects();
Code:
#ifdef __COLOSSEUM m_TexColosseumStart.DeleteDeviceObjects(); #endif //__COLOSSEUM
../_Interface/WndWorld.h
Wir suchen nach
Code:
class CWndWorld : public CWndNeuz { BOOL m_bBGM; FLOAT m_fHigh; FLOAT m_fLow; CPoint m_ptMouseOld; CPoint m_ptMouseSpot; BOOL m_bFreeMove; BOOL m_bFlyMove; BOOL m_bSelectTarget; #ifdef __VRCAMERA BOOL m_bCameraMode; #endif BOOL m_bViewMap; public:
Code:
#ifdef __COLOSSEUM CTexture m_TexColosseumStart; DWORD dwColosseumStartSplashTick; #endif //__COLOSSEUM
../NEUZ/DPClient.cpp
Wir gehen zur Function
Code:
void CDPClient::OnSnapshot( CAr & ar )
Code:
#ifdef __GUILD_HOUSE_MIDDLE case SNAPSHOTTYPE_GUILDHOUSE_TENDER_MAINWND: OnGuildHouseTenderMainWnd( ar ); break; case SNAPSHOTTYPE_GUILDHOUSE_TENDER_INFOWND: OnGuildHouseTenderInfoWnd( ar ); break; case SNAPSHOTTYPE_GUILDHOUSE_TENDER_RESULT: OnGuildHouseTenderResult( ar ); break; #endif // __GUILD_HOUSE_MIDDLE
Code:
#ifdef __COLOSSEUM case SNAPSHOTTYPE_COLOSSEUM_ENTER: OnColosseumEnter( ar ); break; case SNAPSHOTTYPE_COLOSSEUM_START: OnColosseumStart( ar ); break; case SNAPSHOTTYPE_COLOSSEUM_ENDWAIT: OnColosseumEndWait( ar ); break; case SNAPSHOTTYPE_COLOSSEUM_READY1: OnColosseumReady1( ar ); break; case SNAPSHOTTYPE_COLOSSEUM_READY2: OnColosseumReady2( ar ); break; case SNAPSHOTTYPE_COLOSSEUM_ENDMATCH: OnColosseumEndMatch( ar ); break; #endif // __ COLOSSEUM
Wir tragen ganz am ende VOR DEM "CDPClient g_Dplay;" dies ein:
Code:
#ifdef __COLOSSEUM void CDPClient::SendColosseumStart( BYTE nState, BYTE byDifficult, BYTE byMenu ) { BEFORESENDSOLE( ar, PACKETTYPE_COLOSSEUM, DPID_UNKNOWN ); ar << nState << byDifficult << byMenu; SEND( ar, this, DPID_SERVERPLAYER ); } void CDPClient::SendColosseumEnter( BYTE nState ) { BEFORESENDSOLE( ar, PACKETTYPE_COLOSSEUM, DPID_UNKNOWN ); ar << nState; SEND( ar, this, DPID_SERVERPLAYER ); } void CDPClient::SendColosseumEndWait( BYTE nState ) { BEFORESENDSOLE( ar, PACKETTYPE_COLOSSEUM, DPID_UNKNOWN ); ar << nState; SEND( ar, this, DPID_SERVERPLAYER ); } void CDPClient::OnColosseumEnter( CAr & ar ) { SAFE_DELETE( g_WndMng.m_pColosseumMassage ); g_WndMng.m_pColosseumMassage = new CWndColosseumMassage(); if( g_WndMng.m_pColosseumMassage ) { g_WndMng.m_pColosseumMassage->Initialize(); } } void CDPClient::OnColosseumStart( CAr & ar ) { int nTime; ar >> nTime; if( g_WndMng.m_pColosseumStart && nTime == 0 ) { g_WndMng.m_pColosseumStart->Destroy(); } else { SAFE_DELETE( g_WndMng.m_pColosseumStart ); g_WndMng.m_pColosseumStart = new CWndColosseumStart(); if( g_WndMng.m_pColosseumStart ) { g_WndMng.m_pColosseumStart->m_nTime = nTime; g_WndMng.m_pColosseumStart->Initialize(); } } } void CDPClient::OnColosseumEndWait( CAr & ar ) { if( g_WndMng.m_pColosseumStart ) g_WndMng.m_pColosseumStart->Destroy(); if( g_WndMng.m_pColosseumMassage ) g_WndMng.m_pColosseumMassage->Destroy(); } void CDPClient::OnColosseumReady1( CAr & ar ) { int nTime; BYTE nStage; ar >> nTime >> nStage; if( g_WndMng.m_pColosseumStartReady2 ) g_WndMng.m_pColosseumStartReady2->Destroy(); SAFE_DELETE( g_WndMng.m_pColosseumStartReady1 ); g_WndMng.m_pColosseumStartReady1 = new CWndColosseumStartReady1(); if( g_WndMng.m_pColosseumStartReady1 ) { g_WndMng.m_pColosseumStartReady1->m_nTime = nTime; g_WndMng.m_pColosseumStartReady1->m_nStage = nStage; g_WndMng.m_pColosseumStartReady1->Initialize(); } } void CDPClient::OnColosseumReady2( CAr & ar ) { int nTime; ar >> nTime; if( g_WndMng.m_pColosseumStartReady1 ) g_WndMng.m_pColosseumStartReady1->Destroy(); SAFE_DELETE( g_WndMng.m_pColosseumStartReady2 ); g_WndMng.m_pColosseumStartReady2 = new CWndColosseumStartReady2(); if( g_WndMng.m_pColosseumStartReady2 ) { g_WndMng.m_pColosseumStartReady2->m_nTime = nTime; g_WndMng.m_pColosseumStartReady2->Initialize(); } } void CDPClient::OnColosseumEndMatch( CAr & ar ) { BOOL bWin; int nTime; ar >> bWin >> nTime; if( g_WndMng.m_pColosseumMassage ) g_WndMng.m_pColosseumMassage->Destroy(); if( g_WndMng.m_pColosseumStart ) g_WndMng.m_pColosseumStart->Destroy(); if( g_WndMng.m_pColosseumStartReady1 ) g_WndMng.m_pColosseumStartReady1->Destroy(); if( g_WndMng.m_pColosseumStartReady2 ) g_WndMng.m_pColosseumStartReady2->Destroy(); if( bWin ) { SAFE_DELETE( g_WndMng.m_pColosseumComplete ); g_WndMng.m_pColosseumComplete = new CWndColosseumComplete(); if( g_WndMng.m_pColosseumComplete ) { g_WndMng.m_pColosseumComplete->m_nTime = nTime; g_WndMng.m_pColosseumComplete->Initialize(); } } else { SAFE_DELETE( g_WndMng.m_pColosseumRetry ); g_WndMng.m_pColosseumRetry = new CWndColosseumRetry(); if( g_WndMng.m_pColosseumRetry ) { g_WndMng.m_pColosseumRetry->Initialize(); } } } #endif // __COLOSSEUM
../WORLDSERVER/User.cpp
Wir suchen nach
Code:
void CUser::AddGuildHouseTenderResult( OBJID objGHId, BOOL bResult ) { if( IsDelete() ) return; m_Snapshot.cb++; m_Snapshot.ar << GetId(); m_Snapshot.ar << SNAPSHOTTYPE_GUILDHOUSE_TENDER_RESULT; m_Snapshot.ar << objGHId << bResult; } #endif // __GUILD_HOUSE_MIDDLE
Code:
#ifdef __COLOSSEUM void CUser::SendColosseumEnter() { if( IsDelete() ) return; m_Snapshot.cb++; m_Snapshot.ar << GetId(); m_Snapshot.ar << SNAPSHOTTYPE_COLOSSEUM_ENTER; } void CUser::SendColosseumStart( int nTime ) { if( IsDelete() ) return; m_Snapshot.cb++; m_Snapshot.ar << GetId(); m_Snapshot.ar << SNAPSHOTTYPE_COLOSSEUM_START; m_Snapshot.ar << nTime; } void CUser::SendColosseumReady1( int nTime, BYTE nStage ) { if( IsDelete() ) return; m_Snapshot.cb++; m_Snapshot.ar << GetId(); m_Snapshot.ar << SNAPSHOTTYPE_COLOSSEUM_READY1; m_Snapshot.ar << nTime << nStage; } void CUser::SendColosseumReady2( int nTime ) { if( IsDelete() ) return; m_Snapshot.cb++; m_Snapshot.ar << GetId(); m_Snapshot.ar << SNAPSHOTTYPE_COLOSSEUM_READY2; m_Snapshot.ar << nTime; } void CUser::SendColosseumEndMatch( BOOL bWin, int nTime ) { if( IsDelete() ) return; m_Snapshot.cb++; m_Snapshot.ar << GetId(); m_Snapshot.ar << SNAPSHOTTYPE_COLOSSEUM_ENDMATCH; m_Snapshot.ar << bWin << nTime; } #endif //__COLOSSEUM
../NEUZ/DPClient.h
Wir suchen nach
Code:
#ifdef __GUILD_HOUSE_MIDDLE private: void OnGuildHouseTenderMainWnd( CAr & ar ); void OnGuildHouseTenderInfoWnd( CAr & ar ); void OnGuildHouseTenderResult( CAr & ar ); public: void SendGuildHouseTenderMainWnd( DWORD dwGHType, OBJID objNpcId ); void SendGuildHouseTenderInfoWnd( OBJID objGHId ); void SendGuildHouseTenderJoin( OBJID objGHId, int nTenderPerin, int nTenderPenya ); #endif // __GUILD_HOUSE_MIDDLE
Code:
#ifdef __COLOSSEUM void SendColosseumStart( BYTE nState, BYTE byDifficult, BYTE byMenu ); void SendColosseumEnter( BYTE nState ); void SendColosseumEndWait( BYTE nState ); void OnColosseumEnter( CAr & ar ); void OnColosseumStart( CAr & ar ); void OnColosseumEndWait( CAr & ar ); void OnColosseumReady1( CAr & ar ); void OnColosseumReady2( CAr & ar ); void OnColosseumEndMatch( CAr & ar ); #endif // __COLOSSEUM
../_Network/MsgHdr.h
Wir suchen nach
Code:
#define PACKETTYPE_QUERYMAILBOX_REQ (DWORD)0x88100240 #define PACKETTYPE_QUERYMAILBOX_COUNT (DWORD)0x88100241
Code:
#ifdef __COLOSSEUM #define PACKETTYPE_COLOSSEUM (DWORD)0x88200000 #endif // __COLOSSEUM
Wir suchen nach
Code:
#define SNAPSHOTTYPE_QUERYMAILBOX_REQ (WORD)0x8860
Code:
#ifdef __COLOSSEUM #define SNAPSHOTTYPE_COLOSSEUM_ENTER (WORD)0x8880 #define SNAPSHOTTYPE_COLOSSEUM_START (WORD)0x8881 #define SNAPSHOTTYPE_COLOSSEUM_ENDWAIT (WORD)0x8882 #define SNAPSHOTTYPE_COLOSSEUM_READY1 (WORD)0x8883 #define SNAPSHOTTYPE_COLOSSEUM_READY2 (WORD)0x8884 #define SNAPSHOTTYPE_COLOSSEUM_ENDMATCH (WORD)0x8885 #endif // __COLOSSEUM
../WORLDSERVER/User.h
Wir suchen nach
Code:
#ifdef __GUILD_HOUSE_MIDDLE public: void AddGuildHouseTenderMainWnd( map<OBJID, char*>& mapGHList ); void AddGuildHouseTenderInfoWnd( OBJID objGHId, int nTenderMinPenya, __int64 nTenderPenya, vector<DWORD>& vecGuildId ); void AddGuildHouseTenderResult( OBJID objGHId, BOOL bResult ); #endif // __GUILD_HOUSE_MIDDLE
Code:
#ifdef __COLOSSEUM public: void SendColosseumEnter(); void SendColosseumStart( int nTime ); void SendColosseumReady1( int nTime, BYTE nStage ); void SendColosseumReady2( int nTime ); void SendColosseumEndMatch( BOOL bWin, int nTime ); #endif //__COLOSSEUM
../WORLDSERVER/DPSrvr.cpp
Wir suchen nach
Code:
#if __VER >= 15 // __CAMPUS #include "CampusHelper.h" #endif // __CAMPUS
Code:
#ifdef __COLOSSEUM #include "Colosseum.h" #endif // __COLOSSEUM
Wir suchen nach
Code:
#ifdef __GUILD_HOUSE_MIDDLE ON_MSG( PACKETTYPE_GUILDHOUSE_TENDER_MAINWND, OnGuildHouseTenderMainWnd ); ON_MSG( PACKETTYPE_GUILDHOUSE_TENDER_INFOWND, OnGuildHouseTenderInfoWnd ); ON_MSG( PACKETTYPE_GUILDHOUSE_TENDER_JOIN, OnGuildHouseTenderJoin ); #endif // __GUILD_HOUSE_MIDDLE
Code:
#ifdef __COLOSSEUM ON_MSG( PACKETTYPE_COLOSSEUM, OnColosseum ); #endif // __COLOSSEUM
Wir tragen ganz am ende der Datei dies ein
Code:
#ifdef __COLOSSEUM void CDPSrvr::OnColosseum( CAr & ar, DPID dpidCache, DPID dpidUser, LPBYTE lpBuf, u_long uBufSize ) { CUser* pUser = g_UserMng.GetUser( dpidCache, dpidUser ); if( IsValidObj( pUser ) ) { BYTE nState; ar >> nState; CParty* pParty = g_PartyMng.GetParty( pUser->GetPartyId() ); switch( nState ) { case 1: //Start Match BYTE byDifficult, byMenu; ar >> byDifficult >> byMenu; if( pParty && pParty->IsLeader( pUser->m_idPlayer ) ) { if( CColosseumMng::GetInstance()->CreateNewMatch( pUser, byDifficult, byMenu ) ) { CColosseumMatch* pColosseumMatch = CColosseumMng::GetInstance()->GetMatchByParty( pParty ); if( pColosseumMatch ) pColosseumMatch->EnterRoom( pUser ); pUser->AddText("Match wurde gestartet"); } else pUser->AddText( "Du bist bereits angemeldet" ); } else pUser->AddText( "Du hast keine Party oder bist nicht der Party Leader." ); break; case 2: if( pParty ) { CColosseumMatch* pColosseumMatch = CColosseumMng::GetInstance()->GetMatchByParty( pParty ); if( pColosseumMatch ) if( pColosseumMatch->m_byMenu == 2 ) { if( pColosseumMatch->m_uGuildID == pUser->m_idGuild ) pColosseumMatch->EnterRoom( pUser ); } else pColosseumMatch->EnterRoom( pUser ); } break; case 3: if( pParty && pParty->IsLeader( pUser->m_idPlayer ) ) { CColosseumMatch* pColosseumMatch = CColosseumMng::GetInstance()->GetMatchByParty( pParty ); if( pColosseumMatch ) pColosseumMatch->EndWaitTime(); } break; } } } #endif // __COLOSSEUM
../WORLDSERVER/DPSrvr.h
Wir suchen nach
Code:
#ifdef __GUILD_HOUSE_MIDDLE void OnGuildHouseTenderMainWnd( CAr & ar, DPID dpidCache, DPID dpidUser, LPBYTE, u_long ); void OnGuildHouseTenderInfoWnd( CAr & ar, DPID dpidCache, DPID dpidUser, LPBYTE, u_long ); void OnGuildHouseTenderJoin( CAr & ar, DPID dpidCache, DPID dpidUser, LPBYTE, u_long ); #endif // __GUILD_HOUSE_MIDDLE
Code:
#ifdef __COLOSSEUM void OnColosseum( CAr & ar, DPID dpidCache, DPID dpidUser, LPBYTE, u_long ); #endif //__COLOSSEUM
../WORLDSERVER/ThreadMng.cpp
Wir suchen nach
Code:
#include "guildquest.h"
Code:
#ifdef __COLOSSEUM #include "Colosseum.h" #endif // __COLOSSEUM
Wir suchen nach
Code:
#ifdef __EVENTLUA_SPAWN prj.m_EventLua.EventSpawnProcess(); #endif // __EVENTLUA_SPAWN
Code:
#ifdef __COLOSSEUM CColosseumMng::GetInstance()->Process(); #endif // __COLOSSEUM
../WORLDSERVER/DPCoreClient.cpp
Wir suchen nach
Code:
#include "WantedListSnapshot.h"
Code:
#ifdef __COLOSSEUM #include "Colosseum.h" #endif // __COLOSSEUM
Wir gehen zur Function
Code:
void CDPCoreClient::OnAddPartyMember( CAr & ar, DPID, DPID, OBJID )
Code:
if( IsValidObj( (CObj*)pMember ) ) { pMember->m_idparty = idParty;
Code:
#ifdef __COLOSSEUM CColosseumMatch* ColoMatch = CColosseumMng::GetInstance()->GetMatchByParty( pParty ); if( ColoMatch && ColoMatch->m_bWaitTime ) if( ColoMatch->m_byMenu == 2 ) { if( ColoMatch->m_uGuildID == pMember->m_idGuild ) pMember->SendColosseumEnter(); } else pMember->SendColosseumEnter(); #endif //__COLOSSEUM
Wir suchen nach der Function
Code:
void CDPCoreClient::OnRemovePartyMember( CAr & ar, DPID, DPID, OBJID )
Code:
lpPlayer = CPlayerDataCenter::GetInstance()->GetPlayerString( idMember ); if( lpPlayer ) lstrcpy( pszMember, lpPlayer ); #endif // __SYS_PLAYER_DATA
Code:
#ifdef __COLOSSEUM CColosseumMatch* pColoMatch = CColosseumMng::GetInstance()->GetMatchByParty( pParty ); if( pColoMatch ) pColoMatch->KickUser( idMember ); #endif // __COLOSSEUM
../_Common/Party.cpp
Wir suchen nach
Code:
#if __VER >= 11 // __SYS_PLAYER_DATA #include "playerdata.h" #endif // __SYS_PLAYER_DATA
Code:
#ifdef __COLOSSEUM #include "Colosseum.h" #endif // __COLOSSEUM
Wir gehen zur Function
Code:
BOOL CPartyMng::DeleteParty( u_long uPartyId )
Code:
#if __VER >= 14 // __INSTANCE_DUNGEON CInstanceDungeonParty::GetInstance()->DestroyAllDungeonByDungeonID( uPartyId ); #endif // __INSTANCE_DUNGEON
Code:
#ifdef __COLOSSEUM CColosseumMng::GetInstance()->DestroyMatch( uPartyId ); #endif // __COLOSSEUM
../_Common/Mover.cpp
Wir suchen nach
Code:
#include "eveschool.h"
Code:
#ifdef __COLOSSEUM #include "Colosseum.h" #endif // __COLOSSEUM
Wir gehen zur function
Code:
int CMover::DoDie( CCtrl *pAttackCtrl, DWORD dwMsg )
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#if __VER >= 15 // __IMPROVE_QUEST_INTERFACE if( IsPlayer() == FALSE && pAttacker && pAttacker->IsPlayer() ) {
Code:
#ifdef __COLOSSEUM CColosseumMatch* pColosseumMatch = CColosseumMng::GetInstance()->GetMatchByMoverID( GetId() ); if( pColosseumMatch ) pColosseumMatch->DestroyMover(); #endif // __COLOSSEUM
../_Common/Project.cpp
Wir suchen nach
Code:
#ifdef __ENVIRONMENT_EFFECT #include "Environment.h" #endif // __ENVIRONMENT_EFFECT
Code:
#ifdef __COLOSSEUM #include "Colosseum.h" #endif // __COLOSSEUM
Wir gehen zur Function
Code:
BOOL CProject::OpenProject( LPCTSTR lpszFileName )
Code:
#ifdef __WORLDSERVER #ifdef __COLOSSEUM CColosseumMng::GetInstance()->LoadScript(); #endif // __COLOSSEUM #endif
../_Interface/WndManager.h
Wir suchen nach
Code:
#ifdef __GUILD_HOUSE_MIDDLE #include "WndHousing.h" #endif //__GUILD_HOUSE_MIDDLE
Code:
#ifdef __COLOSSEUM #include "WndColosseum.h" #endif // __COLOSSEUM
Wir suchen nach
Code:
// ¸ÞÁö½Ã À©µµ CWndMessageBox* m_pWndMessageBox; CWndMessageBoxUpper* m_pWndMessageBoxUpper; // Äù½ºÆ® ¾ÆÀÌÅÛ Á¤º¸ CWndQuestItemInfo* m_pQuestItemInfo;
Code:
#ifdef __COLOSSEUM CWndColosseumComplete* m_pColosseumComplete; CWndColosseumEnter* m_pColosseumEnter; CWndColosseumMassage* m_pColosseumMassage; CWndColosseumRankGuild* m_pColosseumRankGuild; CWndColosseumRankNomal* m_pColosseumRankNomal; CWndColosseumRetry* m_pColosseumRetry; CWndColosseumStart* m_pColosseumStart; CWndColosseumStartReady1* m_pColosseumStartReady1; CWndColosseumStartReady2* m_pColosseumStartReady2; #endif // __COLOSSEUM
../_Interface/WndManager.cpp
Wir suchen nach
Code:
#ifdef __GUILD_HOUSE_MIDDLE m_pWndGHBid = NULL; #endif //__GUILD_HOUSE_MIDDLE #ifdef __MAIL_REQUESTING_BOX m_bWaitRequestMail = FALSE; #endif
Code:
#ifdef __COLOSSEUM m_pColosseumComplete = NULL; m_pColosseumEnter = NULL; m_pColosseumMassage = NULL; m_pColosseumRankGuild = NULL; m_pColosseumRankNomal = NULL; m_pColosseumRetry = NULL; m_pColosseumStart = NULL; m_pColosseumStartReady1 = NULL; m_pColosseumStartReady2 = NULL; #endif // __COLOSSEUM
Wir suchen nach
Code:
#ifdef __YS_CHATTING_BLOCKING_SYSTEM SAFE_DELETE( m_pWndChattingBlockingList ); #endif // __YS_CHATTING_BLOCKING_SYSTEM #ifdef __GUILD_HOUSE_MIDDLE SAFE_DELETE( m_pWndGHBid ); #endif //__GUILD_HOUSE_MIDDLE
Code:
#ifdef __COLOSSEUM SAFE_DELETE( m_pColosseumComplete ); SAFE_DELETE( m_pColosseumEnter ); SAFE_DELETE( m_pColosseumMassage ); SAFE_DELETE( m_pColosseumRankGuild ); SAFE_DELETE( m_pColosseumRankNomal ); SAFE_DELETE( m_pColosseumRetry ); SAFE_DELETE( m_pColosseumStart ); SAFE_DELETE( m_pColosseumStartReady1 ); SAFE_DELETE( m_pColosseumStartReady2 ); #endif // __COLOSSEUM
Wir suchen nach
Code:
#ifdef __GUILD_HOUSE_MIDDLE else if( m_pWndGHBid == pWndChild ) { SAFE_DELETE( m_pWndGHBid ); pWndChild = NULL; } #endif //__GUILD_HOUSE_MIDDLE
Code:
#ifdef __COLOSSEUM else if(m_pColosseumComplete == pWndChild) { SAFE_DELETE( m_pColosseumComplete ); pWndChild = NULL; } else if(m_pColosseumEnter == pWndChild) { SAFE_DELETE( m_pColosseumEnter ); pWndChild = NULL; } else if(m_pColosseumMassage == pWndChild) { SAFE_DELETE( m_pColosseumMassage ); pWndChild = NULL; } else if(m_pColosseumRankGuild == pWndChild) { SAFE_DELETE( m_pColosseumRankGuild ); pWndChild = NULL; } else if(m_pColosseumRankNomal == pWndChild) { SAFE_DELETE( m_pColosseumRankNomal ); pWndChild = NULL; } else if(m_pColosseumRetry == pWndChild) { SAFE_DELETE( m_pColosseumRetry ); pWndChild = NULL; } else if(m_pColosseumStart == pWndChild) { SAFE_DELETE( m_pColosseumStart ); pWndChild = NULL; } else if(m_pColosseumStartReady1 == pWndChild) { SAFE_DELETE( m_pColosseumStartReady1 ); pWndChild = NULL; } else if(m_pColosseumStartReady2 == pWndChild) { SAFE_DELETE( m_pColosseumStartReady2 ); pWndChild = NULL; } #endif // __COLOSSEUM
Jetzt habt ihr das Colosseum!