WndTitle.cpp
sucht
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CWndCreateChar::CWndCreateChar() {
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#ifdef __NEW_COLOR_CHANGE memset( m_ColorRect, 0, sizeof(CRect)*3 ); memset( m_fColor, 0, sizeof(FLOAT)*3 ); m_bLButtonClick = FALSE; m_ChoiceBar = -1; #endif
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if( pElem && pElem->m_pObject3D ) { if( m_Player.m_bySex == SEX_MALE ) { pElem->m_pObject3D->m_fAmbient[0] = (nMaleHairColor[m_Player.m_byHairMesh][0])/255.f; pElem->m_pObject3D->m_fAmbient[1] = (nMaleHairColor[m_Player.m_byHairMesh][1])/255.f; pElem->m_pObject3D->m_fAmbient[2] = (nMaleHairColor[m_Player.m_byHairMesh][2])/255.f; } else { pElem->m_pObject3D->m_fAmbient[0] = (nFeMaleHairColor[m_Player.m_byHairMesh][0])/255.f; pElem->m_pObject3D->m_fAmbient[1] = (nFeMaleHairColor[m_Player.m_byHairMesh][1])/255.f; pElem->m_pObject3D->m_fAmbient[2] = (nFeMaleHairColor[m_Player.m_byHairMesh][2])/255.f; } }
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#ifdef __NEW_COLOR_CHANGE if( pElem && pElem->m_pObject3D ) { if( m_Player.m_bySex == SEX_MALE ) { pElem->m_pObject3D->m_fAmbient[0] = m_fColor[0]; pElem->m_pObject3D->m_fAmbient[1] = m_fColor[1]; pElem->m_pObject3D->m_fAmbient[2] = m_fColor[2]; } else { pElem->m_pObject3D->m_fAmbient[0] = m_fColor[0]; pElem->m_pObject3D->m_fAmbient[1] = m_fColor[1]; pElem->m_pObject3D->m_fAmbient[2] = m_fColor[2]; } } #else if( pElem && pElem->m_pObject3D ) { if( m_Player.m_bySex == SEX_MALE ) { pElem->m_pObject3D->m_fAmbient[0] = (nMaleHairColor[m_Player.m_byHairMesh][0])/255.f; pElem->m_pObject3D->m_fAmbient[1] = (nMaleHairColor[m_Player.m_byHairMesh][1])/255.f; pElem->m_pObject3D->m_fAmbient[2] = (nMaleHairColor[m_Player.m_byHairMesh][2])/255.f; } else { pElem->m_pObject3D->m_fAmbient[0] = (nFeMaleHairColor[m_Player.m_byHairMesh][0])/255.f; pElem->m_pObject3D->m_fAmbient[1] = (nFeMaleHairColor[m_Player.m_byHairMesh][1])/255.f; pElem->m_pObject3D->m_fAmbient[2] = (nFeMaleHairColor[m_Player.m_byHairMesh][2])/255.f; } } #endif
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viewport.X = p2DRender->m_ptOrigin.x;// + 5; viewport.Y = p2DRender->m_ptOrigin.y;// + 5; viewport.Width = p2DRender->m_clipRect.Width(); viewport.Height = p2DRender->m_clipRect.Height(); viewport.MinZ = 0.0f; viewport.MaxZ = 1.0f; pd3dDevice->SetViewport(&viewport);
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#ifdef __NEW_COLOR_CHANGE for( int i=0; i<3; i++ ) { CPoint pt = CPoint( m_ColorScrollBar[i].x - ( m_Texture.m_size.cx / 2 ), m_ColorScrollBar[i].y ); m_Texture.Render( p2DRender, pt ); } #endif
fügt unter
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CWndStatic* pWnd2ndPasswordText = ( CWndStatic* )GetDlgItem( WIDC_STATIC_2ND_PASSWORD_TEXT ); assert( pWnd2ndPasswordText ); #if __VER >= 15 // __2ND_PASSWORD_SYSTEM pWnd2ndPasswordText->m_dwColor = D3DCOLOR_ARGB( 255, 255, 0, 0 ); CWndEdit* pWnd2ndPassword = ( CWndEdit* )GetDlgItem( WIDC_EDIT_2ND_PASSWORD ); assert( pWnd2ndPassword ); pWnd2ndPassword->AddWndStyle( EBS_PASSWORD | EBS_AUTOHSCROLL | EBS_NUMBER ); pWnd2ndPassword->SetMaxStringNumber( MAX_2ND_PASSWORD_NUMBER ); CWndEdit* pWnd2ndPasswordConfirm = ( CWndEdit* )GetDlgItem( WIDC_EDIT_2ND_PASSWORD_CONFIRM ); assert( pWnd2ndPasswordConfirm ); pWnd2ndPasswordConfirm->AddWndStyle( EBS_PASSWORD | EBS_AUTOHSCROLL | EBS_NUMBER ); pWnd2ndPasswordConfirm->SetMaxStringNumber( MAX_2ND_PASSWORD_NUMBER ); #else // __2ND_PASSWORD_SYSTEM pWnd2ndPasswordText->EnableWindow( FALSE ); #endif // __2ND_PASSWORD_SYSTEM
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#ifdef __NEW_COLOR_CHANGE CRect rect = GetWindowRect( TRUE ); O3D_ELEMENT* pElem = m_pModel->GetParts( PARTS_HAIR ); if( pElem && pElem->m_pObject3D ) { if( m_Player.m_bySex == SEX_MALE ) { m_fColor[0] = (nMaleHairColor[m_Player.m_byHairMesh][0])/255.f; m_fColor[1] = (nMaleHairColor[m_Player.m_byHairMesh][1])/255.f; m_fColor[2] = (nMaleHairColor[m_Player.m_byHairMesh][2])/255.f; } else { m_fColor[0] = (nFeMaleHairColor[m_Player.m_byHairMesh][0])/255.f; m_fColor[1] = (nFeMaleHairColor[m_Player.m_byHairMesh][1])/255.f; m_fColor[2] = (nFeMaleHairColor[m_Player.m_byHairMesh][2])/255.f; } } LPWNDCTRL lpWndCtrl; lpWndCtrl = GetWndCtrl( WIDC_CUSTOM_R ); rect = lpWndCtrl->rect; m_ColorRect[0].left = rect.left; m_ColorRect[0].top = rect.top; m_ColorRect[0].right = rect.right; m_ColorRect[0].bottom = rect.bottom; m_ColorRect[0] = rect; lpWndCtrl = GetWndCtrl( WIDC_CUSTOM_G ); rect = lpWndCtrl->rect; m_ColorRect[1].left = rect.left; m_ColorRect[1].top = rect.top; m_ColorRect[1].right = rect.right; m_ColorRect[1].bottom = rect.bottom; m_ColorRect[1] = rect; lpWndCtrl = GetWndCtrl( WIDC_CUSTOM_B ); rect = lpWndCtrl->rect; m_ColorRect[2].left = rect.left; m_ColorRect[2].top = rect.top; m_ColorRect[2].right = rect.right; m_ColorRect[2].bottom = rect.bottom; m_ColorRect[2] = rect; ReSetBar( m_fColor[0], m_fColor[1], m_fColor[2] ); m_Texture.LoadTexture( g_Neuz.GetDevice(), MakePath( DIR_THEME, "yellowbuttten.tga" ), 0xffff00ff, TRUE ); #endif
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#ifdef __NEW_COLOR_CHANGE void CWndCreateChar::OnLButtonUp( UINT nFlags, CPoint point ) { #if __VER >= 8 //__CSC_VER8_4 m_ChoiceBar = -1; #endif //__CSC_VER8_4 m_bLButtonClick = FALSE; } void CWndCreateChar::OnLButtonDown( UINT nFlags, CPoint point ) { #if __VER >= 8 //__CSC_VER8_4 int i; for( i=0; i<3; i++ ) { CRect DrawRect = m_ColorRect[i]; if(DrawRect.PtInRect( point )) m_ChoiceBar = i; } #endif //__CSC_VER8_4 m_bLButtonClick = TRUE; } void CWndCreateChar::OnMouseWndSurface( CPoint point ) { /* #if __VER >= 8 //__CSC_VER8_4 CRect rect = CRect( 44, 198, 186, 398 ); #else CRect rect = CRect( 22, 198, 186, 298 ); #endif //__CSC_VER8_4 if( !rect.PtInRect( point ) ) m_bLButtonClick = FALSE;*/ #if __VER >= 8 //__CSC_VER8_4 if( m_ChoiceBar != -1 && m_bLButtonClick ) { CRect DrawRect = m_ColorRect[m_ChoiceBar]; point.x = (point.x > DrawRect.right) ? DrawRect.right : point.x; point.x = (point.x < DrawRect.left) ? DrawRect.left : point.x; LONG Width = DrawRect.right - DrawRect.left; LONG Pos = point.x - DrawRect.left; FLOAT p = ((FLOAT)((FLOAT)Pos / (FLOAT)Width)); #ifdef __Y_HAIR_BUG_FIX D3DXVECTOR2 vec1= D3DXVECTOR2( 0.0f, 1.0f ); D3DXVECTOR2 vec2= D3DXVECTOR2( 1.0f, 1.0f ); #else //__Y_HAIR_BUG_FIX D3DXVECTOR2 vec1= D3DXVECTOR2( 0.3f, 0.998f ); D3DXVECTOR2 vec2= D3DXVECTOR2( 0.998f, 0.998f ); #endif //__Y_HAIR_BUG_FIX D3DXVECTOR2 vec3; D3DXVec2Lerp( &vec3, &vec1, &vec2, p ); m_fColor[m_ChoiceBar] = vec3.x; m_ColorScrollBar[m_ChoiceBar].x = point.x; } #else for( int i=0; i<3; i++ ) { CRect DrawRect = m_ColorRect[i]; DrawRect.top -= 22; DrawRect.bottom -= 22; if( DrawRect.PtInRect( point ) && m_bLButtonClick ) { point.x = (point.x > DrawRect.right) ? DrawRect.right : point.x; LONG Width = DrawRect.right - DrawRect.left; LONG Pos = point.x - DrawRect.left; FLOAT p = ((FLOAT)((FLOAT)Pos / (FLOAT)Width)); #ifdef __Y_HAIR_BUG_FIX D3DXVECTOR2 vec1= D3DXVECTOR2( 0.0f, 1.0f ); D3DXVECTOR2 vec2= D3DXVECTOR2( 1.0f, 1.0f ); #else //__Y_HAIR_BUG_FIX D3DXVECTOR2 vec1= D3DXVECTOR2( 0.3f, 1.0f ); D3DXVECTOR2 vec2= D3DXVECTOR2( 1.0f, 1.0f ); #endif //__Y_HAIR_BUG_FIX D3DXVECTOR2 vec3; D3DXVec2Lerp( &vec3, &vec1, &vec2, p ); m_fColor[i] = vec3.x; m_ColorScrollBar[i].x = point.x; } } #endif //__CSC_VER8_4 } void CWndCreateChar::ReSetBar( FLOAT r, FLOAT g, FLOAT b ) { #ifdef __Y_HAIR_BUG_FIX FLOAT fR = (r/1.0f) * 100.0f; FLOAT fG = (g/1.0f) * 100.0f; FLOAT fB = (b/1.0f) * 100.0f; #else //__Y_HAIR_BUG_FIX FLOAT fR = ((r-0.3f)/(1.0f - 0.3f)) * 100.0f; FLOAT fG = ((g-0.3f)/(1.0f - 0.3f)) * 100.0f; FLOAT fB = ((b-0.3f)/(1.0f - 0.3f)) * 100.0f; #endif //__Y_HAIR_BUG_FIX #if __VER >= 8 //__CSC_VER8_4 m_ColorScrollBar[0].x = (LONG)( (((m_ColorRect[0].right-m_ColorRect[0].left) * fR) / 100.0f) + m_ColorRect[0].left ); m_ColorScrollBar[0].y = m_ColorRect[0].top; m_ColorScrollBar[1].x = (LONG)( (((m_ColorRect[1].right-m_ColorRect[1].left) * fG) / 100.0f) + m_ColorRect[1].left ); m_ColorScrollBar[1].y = m_ColorRect[1].top; m_ColorScrollBar[2].x = (LONG)( (((m_ColorRect[2].right-m_ColorRect[2].left) * fB) / 100.0f) + m_ColorRect[2].left ); m_ColorScrollBar[2].y = m_ColorRect[2].top; #else m_ColorScrollBar[0].x = (LONG)( (((m_ColorRect[0].right-m_ColorRect[0].left) * fR) / 100.0f) + m_ColorRect[0].left ); m_ColorScrollBar[0].y = m_ColorRect[0].top - 20; m_ColorScrollBar[1].x = (LONG)( (((m_ColorRect[1].right-m_ColorRect[1].left) * fG) / 100.0f) + m_ColorRect[1].left ); m_ColorScrollBar[1].y = m_ColorRect[1].top - 20; m_ColorScrollBar[2].x = (LONG)( (((m_ColorRect[2].right-m_ColorRect[2].left) * fB) / 100.0f) + m_ColorRect[2].left ); m_ColorScrollBar[2].y = m_ColorRect[2].top - 20; #endif //__CSC_VER8_4 } #endif
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BOOL CWndCreateChar::Initialize( CWndBase* pWndParent, DWORD dwStyle ) { CRect rect = m_pWndRoot->MakeCenterRect( 590, 400 );
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#ifdef __NEW_COLOR_CHANGE m_Texture.LoadTexture( g_Neuz.GetDevice(), MakePath( DIR_THEME, "yellowbuttten.tga" ), 0xffff00ff, TRUE ); #endif
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case WIDC_HAIRSTYLE_LEFT: // hair m_Player.m_byHairMesh--; if( m_Player.m_byHairMesh < 0 ) m_Player.m_byHairMesh = MAX_BASE_HAIR - 1; CMover::UpdateParts( m_Player.m_bySex, m_Player.m_bySkinSet, m_Player.m_byFace, m_Player.m_byHairMesh, m_Player.m_byHeadMesh, m_Player.m_aEquipInfo, m_pModel, NULL );
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#ifdef __NEW_COLOR_CHANGE if( m_Player.m_bySex == SEX_MALE ) { m_fColor[0] = (nMaleHairColor[m_Player.m_byHairMesh][0])/255.f; m_fColor[1] = (nMaleHairColor[m_Player.m_byHairMesh][1])/255.f; m_fColor[2] = (nMaleHairColor[m_Player.m_byHairMesh][2])/255.f; } else { m_fColor[0] = (nFeMaleHairColor[m_Player.m_byHairMesh][0])/255.f; m_fColor[1] = (nFeMaleHairColor[m_Player.m_byHairMesh][1])/255.f; m_fColor[2] = (nFeMaleHairColor[m_Player.m_byHairMesh][2])/255.f; } ReSetBar( m_fColor[0], m_fColor[1], m_fColor[2] ); #endif
fügt unter
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case WIDC_HAIRSTYLE_RIGHT: // hair m_Player.m_byHairMesh++; if( m_Player.m_byHairMesh >= MAX_BASE_HAIR ) m_Player.m_byHairMesh = 0; CMover::UpdateParts( m_Player.m_bySex, m_Player.m_bySkinSet, m_Player.m_byFace, m_Player.m_byHairMesh, m_Player.m_byHeadMesh, m_Player.m_aEquipInfo, m_pModel, NULL );
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#ifdef __NEW_COLOR_CHANGE if( m_Player.m_bySex == SEX_MALE ) { m_fColor[0] = (nMaleHairColor[m_Player.m_byHairMesh][0])/255.f; m_fColor[1] = (nMaleHairColor[m_Player.m_byHairMesh][1])/255.f; m_fColor[2] = (nMaleHairColor[m_Player.m_byHairMesh][2])/255.f; } else { m_fColor[0] = (nFeMaleHairColor[m_Player.m_byHairMesh][0])/255.f; m_fColor[1] = (nFeMaleHairColor[m_Player.m_byHairMesh][1])/255.f; m_fColor[2] = (nFeMaleHairColor[m_Player.m_byHairMesh][2])/255.f; } ReSetBar( m_fColor[0], m_fColor[1], m_fColor[2] ); #endif
ersetzt das
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if( m_Player.m_bySex == SEX_MALE ) { dwHairColor = D3DCOLOR_ARGB( 255, nMaleHairColor[m_Player.m_byHairMesh][0], nMaleHairColor[m_Player.m_byHairMesh][1], nMaleHairColor[m_Player.m_byHairMesh][2] ); } else { dwHairColor = D3DCOLOR_ARGB( 255, nFeMaleHairColor[m_Player.m_byHairMesh][0], nFeMaleHairColor[m_Player.m_byHairMesh][1], nFeMaleHairColor[m_Player.m_byHairMesh][2] ); }
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#ifdef __NEW_COLOR_CHANGE BYTE nColorR = (BYTE)( (m_fColor[0] * 255) ); BYTE nColorG = (BYTE)( (m_fColor[1] * 255) ); BYTE nColorB = (BYTE)( (m_fColor[2] * 255) ); dwHairColor = D3DCOLOR_ARGB( 255, nColorR, nColorG, nColorB ); #else if( m_Player.m_bySex == SEX_MALE ) { dwHairColor = D3DCOLOR_ARGB( 255, nMaleHairColor[m_Player.m_byHairMesh][0], nMaleHairColor[m_Player.m_byHairMesh][1], nMaleHairColor[m_Player.m_byHairMesh][2] ); } else { dwHairColor = D3DCOLOR_ARGB( 255, nFeMaleHairColor[m_Player.m_byHairMesh][0], nFeMaleHairColor[m_Player.m_byHairMesh][1], nFeMaleHairColor[m_Player.m_byHairMesh][2] ); } #endif
wndtitle.h
fügt unter
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public: void DeleteCharacter(); void UpdateCharacter(); void Connected(); void OnDestroyChildWnd( CWndBase* pWndChild ); BOOL SetMotion( CModelObject* pModel, DWORD dwIndex, DWORD dwMotion, int nLoop, DWORD dwOption ); void SelectCharacter( int i ); virtual BOOL Process(); virtual HRESULT InitDeviceObjects(); virtual HRESULT RestoreDeviceObjects(); virtual HRESULT InvalidateDeviceObjects(); virtual HRESULT DeleteDeviceObjects(); virtual void OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags); END_WNDCLASS BEGIN_WNDCLASS( CWndCreateChar ) CWndButton m_wndAccept ; CModelObject* m_pModel; PLAYER m_Player; void SetSex( int nSex ); void Connected();
das ein
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#ifdef __NEW_COLOR_CHANGE //virtual void OnMouseWndSurface( CPoint point ); virtual void OnMouseWndSurface( CPoint point ); void ReSetBar( FLOAT r, FLOAT g, FLOAT b ); CRect m_ColorRect[3]; FLOAT m_fColor[3]; CPoint m_ColorScrollBar[3]; CPoint m_OriginalColorScrollBar[3]; CTexture m_Texture; int m_ChoiceBar; BOOL m_bLButtonClick; #endif
resdata.h
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#define WIDC_CUSTOM_R 1213 #define WIDC_CUSTOM_G 1214 #define WIDC_CUSTOM_B 1215
resdata.inc müsst ihr dann selber damit machen
also 3 bars mit den oberen customs einfügen für die 3 rgb balken
es ist das selbe wie bei ROF da Zoey das von mir hat
100% von mir