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Shoulder sash client binary error


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Hey Dev´s :)

I have a problem with compile client binary.And i got this error.

I edit in GameLIb/ActorInstanceData.cpp

Spoiler
void CActorInstance::SetAcce(DWORD eAcce, float fSpecular)
{
    m_eAcce = eAcce;
    CRaceData * pRaceData;
    if (!CRaceManager::Instance().GetRaceDataPointer(m_eRace, &pRaceData))
        return;
    
    CRaceData::SAcce* pkAcce = pRaceData->FindAcce(eAcce);
    if (pkAcce)
    {
        if (!pkAcce->m_stModelFileName.empty())
        {
            CGraphicThing * pkAcceThing = (CGraphicThing *)CResourceManager::Instance().GetResourcePointer(pkAcce->m_stModelFileName.c_str());
            RegisterModelThing(CRaceData::PART_ACCE, pkAcceThing);
            SetModelInstance(CRaceData::PART_ACCE, CRaceData::PART_ACCE, 0, CRaceData::PART_MAIN);
        }
        const std::vector<CRaceData::SSkin>& c_rkVct_kSkin = pkAcce->m_kVct_kSkin;
        std::vector<CRaceData::SSkin>::const_iterator i;
        for (i = c_rkVct_kSkin.begin(); i != c_rkVct_kSkin.end(); ++i)
        {
            const CRaceData::SSkin& c_rkSkinItem = *i;
            CResource * pkRes = CResourceManager::Instance().GetResourcePointer(c_rkSkinItem.m_stDstFileName.c_str());
            if (pkRes)
            {
                if (fSpecular > 0.0f)
                {
                    SMaterialData kMaterialData;
                    kMaterialData.pImage = static_cast<CGraphicImage*>(pkRes);
                    kMaterialData.isSpecularEnable = TRUE;
                    kMaterialData.fSpecularPower = fSpecular;
                    kMaterialData.bSphereMapIndex = 0;
                     SetMaterialData(CRaceData::PART_ACCE, c_rkSkinItem.m_stSrcFileName.c_str(), kMaterialData);
                }
                else
                {
                    SetMaterialImagePointer(CRaceData::PART_ACCE, c_rkSkinItem.m_stSrcFileName.c_str(), static_cast<CGraphicImage*>(pkRes));
                }
            }
        }
    }
}
 
under this function.
void CActorInstance::SetHair(DWORD eHair)
And in Userinterface/InstanceBase.cpp
Spoiler
 
void CInstanceBase::SetAcce(DWORD eAcce)
{
    if (IsPC() == false)
        return;
    
    __ClearAcceRefineEffect();
    long lAbsChance = 0;
    float fSpecularPower = 0.0f;
    int iItemIndex = CPythonPlayer::Instance().GetItemIndex(TItemPos(INVENTORY, c_Costume_Slot_Acce));
    if (iItemIndex > 0)
    {
        CItemManager::Instance().SelectItemData(iItemIndex);
        CItemData * pItemData = CItemManager::Instance().GetSelectedItemDataPointer();
        if (pItemData->GetType() == CItemData::ITEM_TYPE_COSTUME && pItemData->GetSubType() == CItemData::COSTUME_ACCE)    
        {
            fSpecularPower = pItemData->GetSpecularPowerf();
            lAbsChance = CPythonPlayer::Instance().GetItemMetinSocket(TItemPos(INVENTORY, c_Costume_Slot_Acce), 1);
            if (lAbsChance >= 19)
            {
                m_acceEffect = EFFECT_REFINED+EFFECT_ACCE_SPECIAL;
                __EffectContainer_AttachEffect(m_acceEffect);
            }
        }
    }
    
    m_awPart[CRaceData::PART_ACCE] = eAcce;
    m_GraphicThingInstance.SetAcce(eAcce);
    if (lAbsChance >= 19)
    {
        m_GraphicThingInstance.SetAcce(eAcce, fSpecularPower);
    }
    else
    {
        m_GraphicThingInstance.SetAcce(eAcce);
    }
}
 
under this
void CInstanceBase::SetArmor(DWORD dwArmor)

I hope anyone can help :)

Best regards.

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