Costume weapon effect bug in Community Support - Questions & Answers Posted April 12, 2020 Hi! It doesn't even disappear because you don't have to look there bool CInstanceBase::SetWeapon(DWORD eWeapon) { if (IsPoly()) return false; if (__IsShapeAnimalWear()) return false; if (__IsChangableWeapon(eWeapon) == false) eWeapon = 0; m_GraphicThingInstance.AttachWeapon(eWeapon); m_awPart[CRaceData::PART_WEAPON] = eWeapon; //Weapon Effect CItemData * pItemData; if (CItemManager::Instance().GetItemDataPointer(eWeapon, &pItemData)) __GetRefinedEffect(pItemData); else __ClearWeaponRefineEffect(); // Weapon Sword Effect #ifdef ENABLE_COSTUME_WEAPON_SYSTEM if (pItemData->GetType() == CItemData::ITEM_TYPE_COSTUME) __ClearWeaponRefineEffect(); #endif return true; } BTW look good and it will go :)
Costume weapon effect bug
in Community Support - Questions & Answers
Posted
Hi! It doesn't even disappear because you don't have to look there
bool CInstanceBase::SetWeapon(DWORD eWeapon)
{
if (IsPoly())
return false;
if (__IsShapeAnimalWear())
return false;
if (__IsChangableWeapon(eWeapon) == false)
eWeapon = 0;
m_GraphicThingInstance.AttachWeapon(eWeapon);
m_awPart[CRaceData::PART_WEAPON] = eWeapon;
//Weapon Effect
CItemData * pItemData;
if (CItemManager::Instance().GetItemDataPointer(eWeapon, &pItemData))
__GetRefinedEffect(pItemData);
else
__ClearWeaponRefineEffect();
// Weapon Sword Effect
#ifdef ENABLE_COSTUME_WEAPON_SYSTEM
if (pItemData->GetType() == CItemData::ITEM_TYPE_COSTUME)
__ClearWeaponRefineEffect();
#endif
return true;
}
BTW
look good and it will go :)