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07/13/2018 05:52 ahrv#1
Hello something is wrong with the lockbind and cant seem to find where.

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The position of the suit moves after using a binded item

any resolution for this?

up need help
07/14/2018 05:11 yazuka21#2
WndField.cpp
Code:
#ifdef __ADD_LOCK_ON_BIND
			if (pItemElem->IsBinds())
			{
				CTexture* pTexture = CWndBase::m_textureMng.AddTexture(g_Neuz.m_pd3dDevice, MakePath(DIR_ICON, "lock.png"), 0xffff00ff);
				if (pTexture)
				{
					if (pItemElem->GetProp()->dwParts == PARTS_CAP || pItemElem->GetProp()->dwParts == PARTS_UPPER_BODY || pItemElem->GetProp()->dwParts == PARTS_HAND || pItemElem->GetProp()->dwParts == PARTS_FOOT
						|| pItemElem->GetProp()->dwParts == PARTS_LWEAPON || pItemElem->GetProp()->dwParts == PARTS_RWEAPON || pItemElem->GetProp()->dwParts == PARTS_SHIELD || pItemElem->GetProp()->dwParts == PARTS_BULLET
						|| pItemElem->GetProp()->dwParts == PARTS_CLOAK || pItemElem->GetProp()->dwParts == PARTS_MASK || pItemElem->GetProp()->dwParts == PARTS_RIDE)
					{
						cpAdd = CPoint(29, 2);
						p2DRender->RenderTexture2(DrawRect.TopLeft() + cpAdd, pTexture, sx, sy, D3DCOLOR_XRGB(255, 255, 255));
					}
					else if (pItemElem->GetProp()->dwParts == PARTS_EARRING1 || pItemElem->GetProp()->dwParts == PARTS_RING1 || pItemElem->GetProp()->dwParts == PARTS_NECKLACE1 || pItemElem->GetProp()->dwParts == PARTS_RING2 || pItemElem->GetProp()->dwParts == PARTS_EARRING2
						|| pItemElem->GetProp()->dwParts == PARTS_HAT || pItemElem->GetProp()->dwParts == PARTS_CLOTH || pItemElem->GetProp()->dwParts == PARTS_GLOVE || pItemElem->GetProp()->dwParts == PARTS_BOOTS)
					{
						cpAdd = CPoint(15, 2);
						p2DRender->RenderTexture2(DrawRect.TopLeft() + cpAdd, pTexture, sx, sy, D3DCOLOR_XRGB(255, 255, 255));
					}
				}
			}
#endif // __ADD_LOCK_ON_BIND
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