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Here is 

 

 

        #ifdef COSTUME_WEAPON
        else if (GetSubType() == COSTUME_WEAPON_SWORD ||
            GetSubType() == COSTUME_WEAPON_DAGGER ||
            GetSubType() == COSTUME_WEAPON_BOW ||
            GetSubType() == COSTUME_WEAPON_TWO_HANDED ||
            GetSubType() == COSTUME_WEAPON_BELL ||
            GetSubType() == COSTUME_WEAPON_FAN)
            return WEAR_COSTUME_WEAPON;
#endif

 

replace this #ifdef line 508

 

 

 

 

This at line 781

                #ifdef COSTUME_WEAPON
                else if (GetSubType() == COSTUME_WEAPON_SWORD ||
                    GetSubType() == COSTUME_WEAPON_DAGGER ||
                    GetSubType() == COSTUME_WEAPON_BOW ||
                    GetSubType() == COSTUME_WEAPON_TWO_HANDED ||
                    GetSubType() == COSTUME_WEAPON_BELL ||
                    GetSubType() == COSTUME_WEAPON_FAN)
                {
                    toSetPart = PART_WEAPON;
                    if (false == bAdd)
                    {
                        // 코1oAo 갑?EA?1???때 ?o? 갑?EA?A蹈?A?駭U면 그 갑?EA막?look 11AA, A讀?3E3O?면 default look
                        const CItem* pWeapon = m_pOwner->GetWear(WEAR_WEAPON);
                        toSetValue = (NULL != pWeapon) ? pWeapon->GetVnum() : m_pOwner->GetOriginalPart(PART_WEAPON);

                    }
                }
                #endif

 

 

 

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42 minutes ago, ds_aim said:

Here is 

 

 

        #ifdef COSTUME_WEAPON
        else if (GetSubType() == COSTUME_WEAPON_SWORD ||
            GetSubType() == COSTUME_WEAPON_DAGGER ||
            GetSubType() == COSTUME_WEAPON_BOW ||
            GetSubType() == COSTUME_WEAPON_TWO_HANDED ||
            GetSubType() == COSTUME_WEAPON_BELL ||
            GetSubType() == COSTUME_WEAPON_FAN)
            return WEAR_COSTUME_WEAPON;
#endif

 

replace this #ifdef line 508

 

 

 

 

This at line 781

                #ifdef COSTUME_WEAPON
                else if (GetSubType() == COSTUME_WEAPON_SWORD ||
                    GetSubType() == COSTUME_WEAPON_DAGGER ||
                    GetSubType() == COSTUME_WEAPON_BOW ||
                    GetSubType() == COSTUME_WEAPON_TWO_HANDED ||
                    GetSubType() == COSTUME_WEAPON_BELL ||
                    GetSubType() == COSTUME_WEAPON_FAN)
                {
                    toSetPart = PART_WEAPON;
                    if (false == bAdd)
                    {
                        // 코1oAo 갑?EA?1???때 ?o? 갑?EA?A蹈?A?駭U면 그 갑?EA막?look 11AA, A讀?3E3O?면 default look
                        const CItem* pWeapon = m_pOwner->GetWear(WEAR_WEAPON);
                        toSetValue = (NULL != pWeapon) ? pWeapon->GetVnum() : m_pOwner->GetOriginalPart(PART_WEAPON);

                    }
                }
                #endif

 

 

 

thk,i do what you say,but now again proble item..

now error:


item.h: In constructor 'CItem::CItem(DWORD)':
item.h:286: warning: 'CItem::m_pkRealTimeExpireEvent' will be initialized after
item.h:283: warning:   'LPEVENT CItem::m_pkExpireEvent'
item.cpp:25: warning:   when initialized here
compile matrix_card.cpp
compile messenger_manager.cpp
item.cpp: In member function 'void CItem::ModifyPoints(bool)':
item.cpp:826: error: a function-definition is not allowed here before '{' token
item.cpp:2132: error: expected `}' at end of input
compile mining.cpp
compile mob_manager.cpp
gmake: *** [OBJDIR/item.o] Error 1
 

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1 hour ago, Cyber36 said:

Please send me your ActorInstanceAttach.cpp and your GameType.h per PN, i will send you the fixxed versions, i think you had a syntax error.

For you to learn, i will comment the wrong lines ^^

thk, i resolved it myself)

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