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Cysgod

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  1. That's exactly what I did. Running since 24. Oct without any problems.
  2. Did anyone test the impact on cpu usage or the time needed for the execution of the functions? The usage of a ordered std::map should be (in theory) way slower. ATM I moved the fixed sized arrays into a new struct and added a shared_ptr as member variable to the CHARACTER class. When "SetPlayerProto" gets called I'll create a shared_ptr of the new struct. - Which ofc means I wont save any memory for players which don't use all slots. In idle (without players) this results in a drop from 1480mb to 540mb ram per channel -> ~64% less ramusage.
  3. Maybe someone can make use of it: Sourcechanges:
  4. As far as I know there are two ways to create a wait hack: 1) Exploiting the too high defined range, in which a attack packet is accepted (300 for damage, 5000 for pulling) (Widely known as "wait Hack") 2) Sending Move Packets to "teleport" to the monster (you wont see that in your client) and after that sending a attack packet. (Widely known as "range wait hack") How ever, If both ways are blocked serverside, they obv. won't work. You could (If you coded the cheat on your own) play arround with the attack range, move range and packet count to find out which could work. I doubt that there is any tutorial for that stuff.
  5. Any chance to get the bones for wolfman too?
  6. Original Archive (with password from start post): [Hidden Content]
  7. Install VS 2008, then VS 2013 can use that toolset too.
  8. Dunno If it's allowed to post links to other Boards Just type this in Google (with "): "OnRunMouseWheelEvent" Metin2
  9. I bought his Offline Shop. Getting a date for installation wasn't a problem. He installed the complete system via anydesk & adapted it where needed. Works like a charm.
  10. I bought his Offline Shop. Getting a date for installation wasn't a problem. He installed the complete system via anydesk & adapted it where needed. Works like a charm.
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