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Xynjo

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  1. #pragma once
    #include "InstanceBase.h"
    
    struct SNetworkActorData
    {
    	std::string m_stName;
    	
    	CAffectFlagContainer	m_kAffectFlags;
    
    	BYTE	m_bType;
    	DWORD	m_dwVID;
    	DWORD	m_dwStateFlags;
    	DWORD	m_dwEmpireID;
    	DWORD	m_dwRace;
    	DWORD	m_dwMovSpd;
    	DWORD	m_dwAtkSpd;
    	FLOAT	m_fRot;
    	LONG	m_lCurX;
    	LONG	m_lCurY;
    	LONG	m_lSrcX;
    	LONG	m_lSrcY;
    	LONG	m_lDstX;
    	LONG	m_lDstY;
    	
    
    	DWORD	m_dwServerSrcTime;
    	DWORD	m_dwClientSrcTime;
    	DWORD	m_dwDuration;
    
    	DWORD	m_dwArmor;
    	DWORD	m_dwWeapon;
    	DWORD	m_dwHair;
    	DWORD	m_dwWing;
    
    	DWORD	m_dwOwnerVID;
    
    	short	m_sAlignment;
    	BYTE	m_byPKMode;
    	DWORD	m_dwMountVnum;
    
    	DWORD	m_dwGuildID;
    	DWORD	m_dwLevel;
    	
    	SNetworkActorData();
    
    	void SetDstPosition(DWORD dwServerTime, LONG lDstX, LONG lDstY, DWORD dwDuration);
    	void SetPosition(LONG lPosX, LONG lPosY);
    	void UpdatePosition();	
    
    	// NETWORK_ACTOR_DATA_COPY
    	SNetworkActorData(const SNetworkActorData& src);
    	void operator=(const SNetworkActorData& src);
    	void __copy__(const SNetworkActorData& src);	
    	// END_OF_NETWORK_ACTOR_DATA_COPY
    };
    
    struct SNetworkMoveActorData
    {
    	DWORD	m_dwVID;
    	DWORD	m_dwTime;
    	LONG	m_lPosX;
    	LONG	m_lPosY;
    	float	m_fRot;
    	DWORD	m_dwFunc;
    	DWORD	m_dwArg;
    	DWORD	m_dwDuration;
    
    	SNetworkMoveActorData()
    	{
    		m_dwVID=0;
    		m_dwTime=0;
    		m_fRot=0.0f;
    		m_lPosX=0;
    		m_lPosY=0;
    		m_dwFunc=0;
    		m_dwArg=0;
    		m_dwDuration=0;
    	}
    };
    
    struct SNetworkUpdateActorData
    {
    	DWORD m_dwVID;
    	DWORD m_dwGuildID;
    	DWORD m_dwArmor;
    	DWORD m_dwWeapon;
    	DWORD m_dwHair;
    	DWORD m_dwWing;
    	DWORD m_dwMovSpd;
    	DWORD m_dwAtkSpd;
    	short m_sAlignment;
    	BYTE m_byPKMode;
    	DWORD m_dwMountVnum;
    	DWORD m_dwStateFlags; // º»·¡ Create ¶§¸¸ ¾²ÀÌ´Â º¯¼öÀÓ
    	CAffectFlagContainer m_kAffectFlags;
    
    	SNetworkUpdateActorData()
    	{
    		m_dwGuildID=0;
    		m_dwVID=0;
    		m_dwArmor=0;
    		m_dwWeapon=0;
    		m_dwHair=0;
    		m_dwMovSpd=0;
    		m_dwAtkSpd=0;
    		m_sAlignment=0;
    		m_byPKMode=0;
    		m_dwMountVnum=0;
    		m_dwStateFlags=0;
    		m_kAffectFlags.Clear();
    	}
    };
    
    class CPythonCharacterManager;
    
    class CNetworkActorManager : public CReferenceObject
    {
    	public:
    		CNetworkActorManager();
    		virtual ~CNetworkActorManager();
    
    		void Destroy();
    
    		void SetMainActorVID(DWORD dwVID);
    
    		void RemoveActor(DWORD dwVID);
    		void AppendActor(const SNetworkActorData& c_rkNetActorData);
    		void UpdateActor(const SNetworkUpdateActorData& c_rkNetUpdateActorData);
    		void MoveActor(const SNetworkMoveActorData& c_rkNetMoveActorData);
    
    		void SyncActor(DWORD dwVID, LONG lPosX, LONG lPosY);
    		void SetActorOwner(DWORD dwOwnerVID, DWORD dwVictimVID);
    
    		void Update();
    
    	protected:
    		void __OLD_Update();
    
    		void __UpdateMainActor();
    
    		bool __IsVisiblePos(LONG lPosX, LONG lPosY);
    		bool __IsVisibleActor(const SNetworkActorData& c_rkNetActorData);
    		bool __IsMainActorVID(DWORD dwVID);
    
    		void __RemoveAllGroundItems();
    		void __RemoveAllActors();
    		void __RemoveDynamicActors();
    		void __RemoveCharacterManagerActor(SNetworkActorData& rkNetActorData);
    
    		SNetworkActorData* __FindActorData(DWORD dwVID);
    
    		CInstanceBase* __AppendCharacterManagerActor(SNetworkActorData& rkNetActorData);
    		CInstanceBase* __FindActor(SNetworkActorData& rkNetActorData);
    		CInstanceBase* __FindActor(SNetworkActorData& rkNetActorData, LONG lDstX, LONG lDstY);
    
    		CPythonCharacterManager& __GetCharacterManager();
    
    	protected:
    		DWORD m_dwMainVID;
    
    		LONG m_lMainPosX;
    		LONG m_lMainPosY;
    
    		std::map<DWORD, SNetworkActorData> m_kNetActorDict;
    };
    

    WHERE I PUT THIS ? -.-

  2. hello devs on this forum i found how to hshield enable ?

    or what prise for this system

     

    ok i add binary hs have problem with start my game

    in config.cpp

    bool        isHackShieldEnable = true;
    int            HackShield_FirstCheckWaitTime = passes_per_sec * 30;
    int            HackShield_CheckCycleTime = passes_per_sec * 180;

     

    bool        isHackShieldEnable = true; i change false to true

     

    i run my server and have this

    PLAYER_MAX_LEVEL: 255
    PK_PROTECT_LEVEL: 15LocaleService locale/poland/locale_string.txt
    Failed To Initialize HS

     

  3.  

    0520 16:48:17601 :: CMapOutdoor::Load - LoadMonsterAreaInfo ERROR
    0520 16:48:18954 :: GRANNY: r:/granny/rt/granny_file_info.cpp(145): File has run-time type tag of 0x8000000f, which doesn't match this version of Granny (0x80000010).  Automatic conversion will be attempted.
    0520 16:48:22410 :: Traceback (most recent call last):
     
    0520 16:48:22411 ::   File "networkModule.py", line 231, in SetGamePhase
     
    0520 16:48:22411 ::   File "system.py", line 130, in __pack_import
     
    0520 16:48:22411 ::   File "system.py", line 110, in _process_result
     
    0520 16:48:22411 ::   File "game.py", line 1, in ?
     
    0520 16:48:22411 ::   File "system.py", line 130, in __pack_import
     
    0520 16:48:22411 ::   File "system.py", line 110, in _process_result
     
    0520 16:48:22411 ::   File "uiwiki.py", line 17, in ?
     
    0520 16:48:22411 ::   File "system.py", line 137, in __pack_import
     
    0520 16:48:22411 :: ImportError
    0520 16:48:22411 :: : 
    0520 16:48:22411 :: No module named localeInfo
    0520 16:48:22411 :: 
     
    ?

     

    what client u use and u have "tabs"

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