Source / System

05/17/2019 10:56 Flyff-Store#1
Sell Full source or System on the source

No backdoor or something like this s***

VersionCommon.h

Price Source = 600 euros
Full Server (Source + Client + Ressource) = 1000 euros
Price System = deptends on system

(Pm only)


Screen :

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See you :heyguys:
05/17/2019 22:12 Avalion#2
For the render of the red image.
Code:
#ifdef __CloseToDeathIndicator
	if (g_pPlayer && g_Option.deathIndication)
	{
		if (g_pPlayer->GetHitPointPercent() < 10)
		{
			static bool loadedAlready = false;
			static CTexture* injuredTexture = nullptr;

			if (!loadedAlready)
			{
				std::thread([&]() { injuredTexture = m_textureMng.AddTexture(pd3dDevice, "Theme/Injured.png", 0xffff0000, true); }).detach();
				loadedAlready = true;
			}
			if (injuredTexture != nullptr)
			{
				static int alpha = 255;
				static bool subtract = true;
				const float fX = static_cast<float>(g_Option.m_nResWidth) / static_cast<float>(injuredTexture->m_size.cx);
				const float fY = static_cast<float>(g_Option.m_nResHeight) / static_cast<float>(injuredTexture->m_size.cy);
				injuredTexture->RenderScal(&g_Neuz.m_2DRender, CPoint(0, 0), alpha, fX, fY);

				if (subtract)
					--alpha;
				else
					++alpha;

				if (alpha == 255)
					subtract = true;
				else if (alpha == 125)
					subtract = false;
			}
		}
	}
include <thread> and cwndworld::OnEraseBkgnd


dark illusion shader from jospi then with added vignette filter (fx).
Code:
texture Tex_Diffuse;

sampler Samp_Diffuse = sampler_state
{
    Texture = <Tex_Diffuse>;
    MinFilter = ANISOTROPIC;
    MagFilter = ANISOTROPIC;
    MipFilter = NONE;
	MaxAnisotropy = 16;
};

struct VS_OUTPUT_TEXTURE
{
	float4 Pos : POSITION;
	float2 Tex : TEXCOORD0;
};

VS_OUTPUT_TEXTURE VS_PostBlackWhite( float4 Pos : POSITION, float2 Tex : TEXCOORD0 )
{
	VS_OUTPUT_TEXTURE Out = (VS_OUTPUT_TEXTURE)0;
	Out.Pos = Pos;
	Out.Tex = Tex;
	return Out;
}
float4 PS_PostBlackWhite(VS_OUTPUT_TEXTURE In) : COLOR
{
	float4 Color = 0;
	float2 Center = {0.5, 0.5};
    float BlurStart = 1.0;
    float BlurWidth = -0.01;
    float samples = 10;

	for(int i = 0; i < samples; i++)
    {
       float scale = BlurStart + BlurWidth * (i / (samples - 1));
	   Color += tex2D(Samp_Diffuse, (In.Tex - 0.5) * scale + Center );
    }
    Color /= samples;
	
	Color.rgb = dot(Color.rgb, float3(0.3, 0.59, 0.11));
	Color.a = 1.0f;

	float tex_xy = dot(float4(In.Tex, In.Tex), float4(-In.Tex, 1.0, 1.0));
	Color.rgb = saturate(tex_xy * 2.0) * Color.rgb;
    return Color;
}

technique PostProcess
{
	pass p0
	{
		VertexShader = compile vs_2_0 VS_PostBlackWhite();
		PixelShader = compile ps_2_0 PS_PostBlackWhite();
	}
}
09/05/2019 10:58 Blasterflyff#3
LOLLLLLLL ;()