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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.

  • Love 2
Link to comment
https://metin2.dev/topic/32987-hide-weapon-when-you-use-emotions/
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