Anyone can share their v19 resource code of this inventory. Thank you.
Thank you Thank you !
I'm just going to fix the other resdata part and cut v19 inventory eq slots. lol Btw, Look at the Inventory Slots, items were not perfectly place in each slot and look at the Penya to Perin Converter it is changing its place when I change the Inventory Height.
but still thank you. an update will be more helpful . Lol
Anyone can share their v19 resource code of this inventory. Thank you.
Thank you Thank you !
I'm just going to fix the other resdata part and cut v19 inventory eq slots. lol Btw, Look at the Inventory Slots, items were not perfectly place in each slot and look at the Penya to Perin Converter it is changing its place when I change the Inventory Height.
but still thank you. an update will be more helpful . Lol
EDIT:
If you want to change Inventory Slots.
Search :
Code:
const int nGridTexSize = 32; // texturesize grid
Change : 32 to what size are you going to use.
As mentioned in the initial post, make sure you add the control from the perin counter to the methods saveOriginRects() and getItemRect() to move them properly when the inventory size changes.
As mentioned in the initial post, make sure you add the control from the perin counter to the methods saveOriginRects() and getItemRect() to move them properly when the inventory size changes.
Yep yep I did, and it works now. ^_^ What I am currently facing is perfect placed items on each slots. I think 38 is the perfect size cuz I advance to 40. Lol
You know any size that you think fits for my inventory ?
Yep yep I did, and it works now. ^_^ What I am currently facing is perfect placed items on each slots. I think 38 is the perfect size cuz I advance to 40. Lol
You know any size that you think fits for my inventory ?
34/36/38/40, Isn't perfect. :/
With an V15 base 32 is the size of each items .dds file (and the actual space between each item) and also the size for each grid bitmap.
If you are trying to change the texture size to 38 you may also edit the real size of the bitmaps to 38x38 because otherwise the grid items will stretch and overlap the actual items.
But since every item should be 32x32 too i really wonder why the space would be different than 32 pixels.
Another option is, rather than resizing the grid bitmaps, to put an extra offset between each grid element, right here:
int left = (pwnd->GetWndRect().left + 5) - 1;
int top = (pwnd->GetWndRect().top + 1) - 1;
int width = (pwnd->GetWndRect().Width() - 23);
int height = (pwnd->GetWndRect().Height() - 22);
int left = (pwnd->GetWndRect().left + 5) - 1;
int top = (pwnd->GetWndRect().top + 1) - 1;
int width = (pwnd->GetWndRect().Width() - 23);
int height = (pwnd->GetWndRect().Height() - 22);
Thanks !
These are the boundries of the inventory, no need to change them.
You‘d better try something like this (assuming that you have not altered the nGridTexSize already):
Verkaufe Inventory/Sell Inventory 09/16/2015 - Counter-Strike Trading - 3 Replies Verkaufen mein Inventar, wenn ihr Interesse an was habt pn´t mich.
Steam Community :: Mr.NoAIm :: Item Inventory
Akzeptiere Paypal und PSC.
ihr gebt First oder MM den wir zusammen aussuchen.
LG Erek :)
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Go to Mob.cs and search for this.
else if (MyMath.ChanceSuccess(DropRates.CPBag))
Under that void put this.
if (MyMath.ChanceSuccess(DropRates.CPs))
{
if (Char != null)
{
Char.CPs += CPS AMOUNT YOU WANT;
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http://i34.tinypic.com/ibxa20.jpg
thanks