Hi everyone, I thought I'd share this system with you. It's nothing major, but maybe someone will find it useful.
Locale_inc.h
add
#define ENABLE_EMOTION_HIDE_WEAPON
InstanceBase.cpp
Search:
m_GraphicThingInstance.MotionProcess(IsPC());
Add after:
#ifdef ENABLE_EMOTION_HIDE_WEAPON
if (m_GraphicThingInstance.GetCurrentMotionIndex() < CRaceMotionData::NAME_CLAP || m_GraphicThingInstance.GetCurrentMotionIndex() > CRaceMotionData::NAME_JOY || m_GraphicThingInstance.GetCurrentMotionIndex() == CRaceMotionData::NAME_DIG)
{
if (m_GraphicThingInstance.GetPartItemID(CRaceData::PART_WEAPON) != m_awPart[CRaceData::PART_WEAPON])
{
m_GraphicThingInstance.AttachWeapon(m_awPart[CRaceData::PART_WEAPON]);
CItemData* pItemData;
if (CItemManager::Instance().GetItemDataPointer(m_awPart[CRaceData::PART_WEAPON], &pItemData))
{
__GetRefinedEffect(pItemData);
}
}
}
else if (m_GraphicThingInstance.GetPartItemID(CRaceData::PART_WEAPON))
{
m_GraphicThingInstance.AttachWeapon(0);
__ClearWeaponRefineEffect();
}
#endif
ActorInstanceMotion.cpp
Add end of file
#ifdef ENABLE_EMOTION_HIDE_WEAPON
WORD CActorInstance::GetCurrentMotionIndex()
{
return __GetCurrentMotionIndex();
}
#endif
Actorinstance.h
Search
std::deque<CFlyTarget> m_kQue_kFlyTarget;
Add after:
#ifdef ENABLE_EMOTION_HIDE_WEAPON
public:
WORD GetCurrentMotionIndex();
#endif
build client source, and done.