Neuz.vcproj
VersionCommon.h
Mover.cpp
MoverRender.cpp
MoverEquip.cpp
ModelObject.cpp
#define __ONEHANDYOYO
Search for:
Do the silly magic
Code:
if( IsDualWeapon() && !bMasterPlayer )
Code:
{
#ifdef __ONEHANDYOYO
if ( pItemProp->dwItemKind3 == IK3_YOYO )
{
if( !bMasterPlayer )
dwMotion += MTI_STAND_14;
else
dwMotion += 200;
}
else
#endif
dwMotion += 900;
Search then ifndef
Code:
#ifndef __ONEHANDYOYO if( nParts == PARTS_RWEAPON && pItemProp->dwItemKind3 == IK3_YOYO ) pModel->SetEffect( PARTS_LWEAPON, XE_REFLECT ); #endif
Search for this and ifndef it. Do the same for UpdateParts and DoEquip.
Search for
After, add this:
Search then ifndef:
Search then ifndef:
Search then ifndef:
Code:
#ifndef __ONEHANDYOYO case IK3_YOYO: ((CModelObject*)pModel)->SetParent( PARTS_RWEAPON, ((CModelObject*)pModel)->GetRHandIdx() ); pModel->LoadElement( szPartsName, PARTS_LWEAPON ); ((CModelObject*)pModel)->SetParent( PARTS_LWEAPON, ((CModelObject*)pModel)->GetLHandIdx() ); break; #endif
Code:
if( pMover->GetEquipItemProp( pInventory, pEquipInfo, PARTS_SHIELD ) == NULL ) //¿Þ¼Õ¿¡ ¹æÆÐ¾ø³Ä? dwParts = PARTS_LWEAPON; // ÀåÂøÀ§Ä¡¸¦ ¿Þ¼ÕÀ¸·Î ¹Ù²Þ } } }
Code:
#ifdef __ONEHANDYOYO
else if( pMover->GetJob() == JOB_ACROBAT || JOB_JESTER || JOB_JESTER_MASTER ||
JOB_JESTER_HERO || JOB_WINDLURKER_HERO)
{
if( pProp && pProp->dwHanded == HD_ONE && pProp->dwItemKind3 == IK3_YOYO )
{
if( pMover->GetEquipItemProp( pInventory, pEquipInfo, PARTS_SHIELD ) == NULL )
dwParts = PARTS_LWEAPON;
}
}
#endif
Code:
#ifndef __ONEHANDYOYO if( pItemProp && pItemProp->dwItemKind3 == IK3_YOYO ) pModel->TakeOffParts( PARTS_LWEAPON ); #endif
Code:
#ifndef __ONEHANDYOYO if( pProp && pProp->dwItemKind3 == IK3_YOYO ) pModel->TakeOffParts( PARTS_LWEAPON ); #endif
Code:
#ifndef __ONEHANDYOYO if( pHandItemProp->dwItemKind3 == IK3_YOYO ) pModel->TakeOffParts( PARTS_LWEAPON ); #endif
Search: (whatever you use for the weaponglow)
Add/Replace:
Search and ifndef:
Code:
#ifdef __NEW_WEAPON_GLOW if(dwItemKind3Right != IK3_YOYO ) #else // __NEW_WEAPON_GLOW if( dwItemKind3) #endif // __NEW_WEAPON_GLOW
Code:
#ifndef __ONEHANDYOYO if(dwItemKind3Right != IK3_YOYO ) #else if( dwItemKind3Right) #endif
Code:
#ifndef __ONEHANDYOYO
#ifdef __NEW_WEAPON_GLOW
if( dwItemKind3Right == IK3_YOYO )
{
dwItemKind3 = dwItemKind3Right;
nLevel2 = nLeveR;
}
else
{
nLevel2 = nLevelL;
}
#else // __NEW_WEAPON_GLOW
#ifdef __CSC_ENCHANT_EFFECT_2
if( dwItemKind3 == IK3_YOYO )
nLevel2 = nLevelL;
#else //__CSC_ENCHANT_EFFECT_2
if( dwItemKind3 == IK3_YOYO )
nLevel2 = nLevel;
#endif //__CSC_ENCHANT_EFFECT_2
#endif // __NEW_WEAPON_GLOW
#endif
Just change some Yo-Yo's in the resource to HD_ONE and you're set.
Credit goes to Fenris from RZ







