Jump to content

M.Sorin

Member
  • Posts

    279
  • Joined

  • Last visited

  • Days Won

    4
  • Feedback

    0%

Posts posted by M.Sorin

  1. 50 minutes ago, xP3NG3Rx said:

    Yeah I've got it, there is an encoding problem in the code bb code of the board, this why I didn't find it.

    Yea i know, i didn`t find it either. Anyway, i never notice this bug :lol:

  2. On 10/28/2018 at 9:05 PM, xP3NG3Rx said:
    
    	AttackProcess();
    	MovementProcess();
    
    	m_GraphicThingInstance.MotionProcess(IsPC());
    	// Hide weapon: GetCurrentMotionIndex public version of the __GetCurrentMotionIndex in gamelib\\ActorInstance.h
    	if (m_GraphicThingInstance.GetCurrentMotionIndex() < CRaceMotionData::NAME_CLAP || m_GraphicThingInstance.GetCurrentMotionIndex() == CRaceMotionData::NAME_DIG)
    	{
    		if (m_GraphicThingInstance.GetPartItemID(CRaceData::PART_WEAPON) != m_adwPart[CRaceData::PART_WEAPON])
    		{
    			m_GraphicThingInstance.AttachWeapon(m_adwPart[CRaceData::PART_WEAPON]);
    			CItemData* pItemData;
    			if (CItemManager::Instance().GetItemDataPointer(m_adwPart[CRaceData::PART_WEAPON], &pItemData))
    				__GetRefinedEffect(pItemData);
    		}
    	}
    	else if (m_GraphicThingInstance.GetPartItemID(CRaceData::PART_WEAPON))
    	{
    		m_GraphicThingInstance.AttachWeapon(0);
    		__ClearWeaponRefineEffect();
    	}
    	// EOF Hide weapon
    
    	if (IsMountingHorse())
    	{
    		m_kHorse.m_pkActor->HORSE_MotionProcess(FALSE);
    	}

    Give a try with this, just put in the CInstanceBase::Update make it fit over there, and don't forget to make a public function for the GetCurrentMotionIndex.

    You have one error in this code.  This part:

    if (m_GraphicThingInstance.GetPartItemID(CRaceData::PART_WEAPON) != m_adwPart[CRaceData::PART_WEAPON])

     

×
×
  • Create New...

Important Information

Terms of Use / Privacy Policy / Guidelines / We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.