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Add a lock on bind items
Discussion on Add a lock on bind items within the Flyff PServer Guides & Releases forum part of the Flyff Private Server category.
09/11/2016, 21:24
#1
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Add a lock on bind items
It's this :
Code:
#ifdef __GAMEGUARD
if( pItemElem->IsBinds() )
{
CTexture* pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, MakePath( DIR_ICON, "lock.dds" ), 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 // __GAMEGUARD
lock image :
if you use my code, pute a thank !
09/11/2016, 21:30
#2
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****. your inventory is now like a shop
09/11/2016, 21:43
#3
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It is silly to load the Texture every **** frame
09/11/2016, 22:07
#4
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Well, edit ->
Code:
#ifdef __CLIENT
if( pItemElem && pItemElem->IsBinds() )
{
CTexture* pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, MakePath( DIR_ICON, "lock.dds" ), 0xffff00ff );
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 );
if(pTexture)
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 );
if(pTexture)
p2DRender->RenderTexture2( DrawRect.TopLeft()+cpAdd, pTexture, sx, sy, D3DCOLOR_XRGB( 255, 255, 255 ) );
}
}
#endif // __CLIENT
09/11/2016, 22:13
#5
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Quote:
Originally Posted by
Jupsi332
It is silly to load the Texture every **** frame
I'm not completly sure, but i think what actually happens is this:
We can see he uses textureManager so there probably is some caching involved. But because he asks the textureManager for the image and never tells the manager to free it, the manager increases the count of active copies and never reduces them, so the image doesn't leave the cache (maybe it even causes a memory leak)
09/11/2016, 22:17
#6
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Quote:
Originally Posted by
Mognakor
I'm not completly sure, but i think what actually happens is this:
We can see he uses textureManager so there probably is some caching involved. But because he asks the textureManager for the image and never tells the manager to free it, the manager increases the count of active copies and never reduces them, so the image doesn't leave the cache (maybe it even causes a memory leak)
It needs CPU to fill the pointer, search through the Cache etc
And i think you dont need such big if cases when using pItemElem->GetProp()->dwItemKind2 == IK2_CLOTHING
09/11/2016, 22:43
#7
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Well... Just us the function "CWndQueryEquip::OnDraw"
09/11/2016, 23:45
#8
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Quote:
Originally Posted by
naruto66620
Well, edit ->
Code:
#ifdef __CLIENT
if( pItemElem && pItemElem->IsBinds() )
{
CTexture* pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, MakePath( DIR_ICON, "lock.dds" ), 0xffff00ff );
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 );
if(pTexture)
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 );
if(pTexture)
p2DRender->RenderTexture2( DrawRect.TopLeft()+cpAdd, pTexture, sx, sy, D3DCOLOR_XRGB( 255, 255, 255 ) );
}
}
#endif // __CLIENT
#ifdef __CLIENT, for WndField?
don't need to verify pItemElem...
if( pItemBase && pItemBase->GetTexture() )
CItemElem *pItemElem = (CItemElem *)pItemBase;
09/12/2016, 11:08
#9
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Quote:
Originally Posted by
sebariio
It's this :
Code:
#ifdef __GAMEGUARD
if( pItemElem->IsBinds() )
{
CTexture* pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, MakePath( DIR_ICON, "lock.dds" ), 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 // __GAMEGUARD
lock image :
if you use my code, pute a thank !
where should i put that code? under what func. ..BTW thanks for this..
09/12/2016, 11:13
#10
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Quote:
Originally Posted by
Dark®©
where should i put that code? under what func. ..BTW thanks for this..
::OnDraw?
And load texture in constructor.
I'm only curious about what is each add-on in inventory.
09/12/2016, 13:26
#11
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Little Detail
Sweet release
Nice Work
09/12/2016, 13:28
#12
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where should i put that code? under what function ..thanks for this..
09/12/2016, 14:34
#13
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Quote:
Originally Posted by
jericho2nd
where should i put that code? under what function ..thanks for this..
To lazy to read 2 posts above yours?
09/30/2016, 23:40
#14
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nice release but W.T.F #ifdef __GAMEGUARD ? i still don't understand why you defined that ._.
10/01/2016, 17:32
#15
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The define doesn't matter anyways?
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