HELP IN SKILL DRAGONWHIRL (10315)

04/09/2014 04:02 fcobelgas02#1
Hello guys, I need help! v5885 have a fixed source with many jobs, however a simple error in the skill trojan ("10315 DragonWhirl" through walls GW) than in previous versions as a v5780 I have this totally fixed logs out when there are attempts to enter, help wanted how to pass this phaco programming skill from v5780 to v5885. Grateful.

IN 5885 the skill: through the walls of the GW
IN 5780 the skill: disconnects the client if attempts to get there

need to move this system to disconnect the client to my source v5885, but I knew the path in C # mi could someone tell where this this programming that disconnects the client while attempting to illegally enter the GW?

:pimp:
04/10/2014 05:17 KevinCOder#2
i have same problem with Charging Vortex and Dragon Whirl
04/10/2014 15:05 abdoumatrix#3
PHP Code:
public static void IsBreaking(Client.GameState clientushort oldXushort oldY)
        {
            if (
Conquer_Online_Server.Game.GuildWar.RightGate.Mesh == (270 Conquer_Online_Server.Game.GuildWar.RightGate.Mesh 10) && oldX >= Conquer_Online_Server.Game.GuildWar.RightGate.&& client.Entity.<= Conquer_Online_Server.Game.GuildWar.RightGate.&& client.Entity.Conquer_Online_Server.Game.GuildWar.LeftGate.Y)
            {
                
client.Entity.oldX;
                
client.Entity.oldY;
                
client.Disconnect();
                return;
            }

            if (
Conquer_Online_Server.Game.GuildWar.LeftGate.Mesh == (240 Conquer_Online_Server.Game.GuildWar.LeftGate.Mesh 10) && oldY >= Conquer_Online_Server.Game.GuildWar.LeftGate.&& client.Entity.<= Conquer_Online_Server.Game.GuildWar.LeftGate.&& client.Entity.Conquer_Online_Server.Game.GuildWar.RightGate.X)
            {
                
client.Entity.oldX;
                
client.Entity.oldY;
                
client.Disconnect();
                return;
            }
        } 
04/10/2014 17:00 KevinCOder#4
Quote:
Originally Posted by abdoumatrix View Post
PHP Code:
public static void IsBreaking(Client.GameState clientushort oldXushort oldY)
        {
            if (
Conquer_Online_Server.Game.GuildWar.RightGate.Mesh == (270 Conquer_Online_Server.Game.GuildWar.RightGate.Mesh 10) && oldX >= Conquer_Online_Server.Game.GuildWar.RightGate.&& client.Entity.<= Conquer_Online_Server.Game.GuildWar.RightGate.&& client.Entity.Conquer_Online_Server.Game.GuildWar.LeftGate.Y)
            {
                
client.Entity.oldX;
                
client.Entity.oldY;
                
client.Disconnect();
                return;
            }

            if (
Conquer_Online_Server.Game.GuildWar.LeftGate.Mesh == (240 Conquer_Online_Server.Game.GuildWar.LeftGate.Mesh 10) && oldY >= Conquer_Online_Server.Game.GuildWar.LeftGate.&& client.Entity.<= Conquer_Online_Server.Game.GuildWar.LeftGate.&& client.Entity.Conquer_Online_Server.Game.GuildWar.RightGate.X)
            {
                
client.Entity.oldX;
                
client.Entity.oldY;
                
client.Disconnect();
                return;
            }
        } 
Working Now for vortex

Thx!
04/11/2014 19:46 hyperco#5
Quote:
Originally Posted by abdoumatrix View Post
PHP Code:
public static void IsBreaking(Client.GameState clientushort oldXushort oldY)
        {
            if (
Conquer_Online_Server.Game.GuildWar.RightGate.Mesh == (270 Conquer_Online_Server.Game.GuildWar.RightGate.Mesh 10) && oldX >= Conquer_Online_Server.Game.GuildWar.RightGate.&& client.Entity.<= Conquer_Online_Server.Game.GuildWar.RightGate.&& client.Entity.Conquer_Online_Server.Game.GuildWar.LeftGate.Y)
            {
                
client.Entity.oldX;
                
client.Entity.oldY;
                
client.Disconnect();
                return;
            }

            if (
Conquer_Online_Server.Game.GuildWar.LeftGate.Mesh == (240 Conquer_Online_Server.Game.GuildWar.LeftGate.Mesh 10) && oldY >= Conquer_Online_Server.Game.GuildWar.LeftGate.&& client.Entity.<= Conquer_Online_Server.Game.GuildWar.LeftGate.&& client.Entity.Conquer_Online_Server.Game.GuildWar.RightGate.X)
            {
                
client.Entity.oldX;
                
client.Entity.oldY;
                
client.Disconnect();
                return;
            }
        } 
Doesn't this code disconnect you when you jump over the walls?