วันอังคารที่ 14 พฤศจิกายน พ.ศ. 2560

พรีเมี่ยมยิงกันไม่ตาย

พรีเมี่ยมยิงกันไม่ตาย ‪#‎ค้นหา‬ // player's in the same group cannot damage each other (except for grenades) if(targetPlr->groupID!= 0 && IsServerPlayer(fromObj) && IsServerPlayer(fromObj)->groupID==targetPlr->groupID && damageSource!=storecat_GRENADE && fromObj!=targetPlr // if you are in group and damage is coming from player itself (for example falling damage) then ignore group ) return false; -------------------------------------------------------------------------------------------- ‪#‎เพิ่มคำสั่งพรีเมี่ยมยิงไม่ตาย‬ ///พรีเมี่ยมยิงกันไม่ตาย if(fromObj->Class->Name == "obj_Zombie") { } else { if(targetPlr->loadout_->GameMapId == GBGameInfo::MAPID_WZ_Colorado_VIP) return false; } /////

วันจันทร์ที่ 13 พฤศจิกายน พ.ศ. 2560

ลบคนไม่ออน

Run แล้วใส่จำนวนวัน ลบคนไม่ออนมาสิบวันแล้วก็ใส่ 10 ไม่ออนยี่สิบวันก็ใส่ 20 ลบทั้ง Account,UsersData,UsersChar,UsersInventory พร้อม list รายชื่อ email ที่ลบ ---------------------------------------------------------------- Create PROCEDURE [dbo].[Delete_NotOnlineAccount] @Daytime int AS BEGIN declare @RowNum int,@CustomerID int select CustomerID into #Temptable From Accounts where lastlogindate < DATEADD(DAY, -(@Daytime), GETDATE()) select email into #Tempmail From Accounts where lastlogindate < DATEADD(DAY, -(@Daytime), GETDATE()) select @CustomerID=MAX(CustomerID) FROM #Temptable select * From #Tempmail --select @CustomerID=CustomerID from #TempC Select @RowNum = Count(*) From #Temptable while @RowNum > 0 Begin delete from Accounts where CustomerID=@CustomerID delete from UsersData where CustomerID=@CustomerID delete from UsersInventory where CustomerID=@CustomerID delete from UsersChars where CustomerID=@CustomerID select top 1 @CustomerID=CustomerID from #Temptable where CustomerID < @CustomerID order by CustomerID desc set @RowNum = @RowNum-1 end delete #Temptable delete #Tempmail END

วันอาทิตย์ที่ 12 พฤศจิกายน พ.ศ. 2560

โปรแอดมิน EspDev แบบกดปุ่ม ละเอียดยิบ ไม่บัค 100% ไม่ลบ TGA

โปรแอดมิน EspDev แบบกดปุ่ม ละเอียดยิบ ไม่บัค 100% ไม่ลบ TGA

ค้นหา warz.sln
หา
void localPlayer_UseItem(int slotID, uint32_t itemID, const r3dPo
เพิ่มด้านล่าง
bool Cheats;
bool ESPZombies;
bool ESPItem;
bool ESPPlayers;
หา
if (!NetworkLocal) // for local already done in UpdateLocalPlayerMovement
วางด้านล่าง
if (gUserProfile.ProfileData.isDevAccount)
{
if (Keyboard->WasPressed(kbsZ))
{
if (gClientLogic().localPlayer_->ESPZombies)
gClientLogic().localPlayer_->ESPZombies = false;
else
gClientLogic().localPlayer_->ESPZombies = true;
}

if (Keyboard->WasPressed(kbsP))
{
if (gClientLogic().localPlayer_->ESPPlayers)
gClientLogic().localPlayer_->ESPPlayers = false;
else
gClientLogic().localPlayer_->ESPPlayers = true;
}
if (Keyboard->WasPressed(kbsI))
{
if (gClientLogic().localPlayer_->ESPItem)
gClientLogic().localPlayer_->ESPItem = false;
else
gClientLogic().localPlayer_->ESPItem = true;
}
if (Keyboard->WasPressed(kbsC))
{
if (gClientLogic().localPlayer_->Cheats)
gClientLogic().localPlayer_->Cheats = false;
else
gClientLogic().localPlayer_->Cheats = true;
}
}
กรณีด้านบนคือการกดปุ่มของโปรแอด KbsZ คือกดปุ่ม Z เปลี่ยนเองได้เลย
ต่อไป
หา extern void PlayEditor();
วางด้านบน
CD3DFont* Font_DEVEsp;
หา extern r3dCamera gCam;
วางด้านบน
extern CD3DFont *Font_DEVEsp;
หา void CloseRender()
วางด้านล่าง
delete Font_DEVEsp;
หา
Font_Label = gfx_new CD3DFont( ig, "Tahoma", 12, D3DFONT_BOLD | D3DFONT_FILTERED | D3DFONT_SKIPGLYPH );
วางด้านล่าง ขึ้นบรรทัดใหม่นะบอกก่อน
{
r3dIntegrityGuardian ig;

Font_DEVEsp = gfx_new CD3DFont(ig, "Tahoma", 9, D3DFONT_BOLD | D3DFONT_FILTERED | D3DFONT_SKIPGLYPH);
Font_DEVEsp->CreateSystemFont();
}
หา
if (gUserProfile.ProfileData.isDevAccount && d_show_dev_event_info->GetBool())
วางด้านบน #ifndef FINAL_BUILD
#ifdef FINAL_BUILD
if(gUserProfile.ProfileData.isDevAccount > 0)
{
if (gClientLogic().localPlayer_->Cheats)
{
if (this == gClientLogic().localPlayer_)
{
Font_DEVEsp->PrintF(r3dRenderer->ScreenW-210, 60, r3dColor(243,43,37), "Numpad - : ESPZombies %s", ESPZombies ? "On" : "Off");
Font_DEVEsp->PrintF(r3dRenderer->ScreenW-210, 75, r3dColor(243,43,37), "Numpad + : ESPPlayers %s", ESPPlayers ? "On" : "Off");
Font_DEVEsp->PrintF(r3dRenderer->ScreenW-210, 90, r3dColor(243,43,37), "F9 : Items %s",ESPItem ? "On" : "Off");
Weapon* wpn = NULL;

if(wpn) // dist calc
{
r3dPoint3D dir;
r3dScreenTo3D(r3dRenderer->ScreenW2, r3dRenderer->ScreenH2, &dir);

r3dPoint3D muzzlePos = wpn->getMuzzlePos(uberEquip_->getWeaponBone(GetSkeleton(), DrawFullMatrix));
PxRaycastHit hit;
PhysicsCallbackObject* target = NULL;
PxSceneQueryFilterData filter(PxFilterData(COLLIDABLE_STATIC_MASK|(1<<PHYSCOLL_NETWORKPLAYER), 0, 0, 0), PxSceneQueryFilterFlag::eSTATIC|PxSceneQueryFilterFlag::eDYNAMIC);
g_pPhysicsWorld->raycastSingle(PxVec3(muzzlePos.x, muzzlePos.y, muzzlePos.z), PxVec3(dir.x, dir.y, dir.z), 2000.0f, PxSceneQueryFlag::eDISTANCE, hit, filter);

float distance = -1;
if(hit.shape)
{
r3dPoint3D scrCoord;
const WeaponConfig* wc = g_pWeaponArmory->getWeaponConfig(wpn->getItemID());
r3dPoint3D point = r3dPoint3D(hit.impact.x,hit.impact.y,hit.impact.z) + ((r3dVector(0, -9.81f, 0) * (float)wc->m_AmmoMass) * hit.distance);
r3dDrawCircle3D(point, 2, gCam, 0.1f, r3dColor(0, 0, 255));
}
}

ObjectManager& GW = GameWorld();
for (GameObject *targetObj = GW.GetFirstObject(); targetObj; targetObj = GW.GetNextObject(targetObj))
{
float dist = (gCam - targetObj->GetPosition()).Length();
r3dPoint3D scrCoord;
float x, y;
int isVisible = 1;

isVisible = r3dProjectToScreen(targetObj->GetPosition(), &scrCoord);


float mulX = 1920.0f/r3dRenderer->ScreenW;
float mulY = 1080.0f/r3dRenderer->ScreenH;
x = scrCoord.x;
y = scrCoord.y;
if(targetObj->isObjType(OBJTYPE_Human)) // check new player spawn in close range
{
obj_Player* plr = (obj_Player*)targetObj;

if (!r3dProjectToScreen(targetObj->GetPosition(),NULL) && plr != this && plr->m_AuraType == AT_SPAWNPROTECTION && (plr->GetPosition() - GetPosition()).Length() < 150)
{
Font_DEVEsp->PrintF(r3dRenderer->ScreenW / 2, 100, r3dColor(243,43,37),"Player spawn in close range!");
}
}

if(isVisible)
{
if(targetObj->isObjType(OBJTYPE_SharedUsableItem) && gClientLogic().localPlayer_->ESPItem)
{

if (dist < 400)
{
Font_DEVEsp->PrintF(x, y, r3dColor(255,222,0),((SharedUsableItem*)targetObj)->Name.c_str());
Font_DEVEsp->PrintF(x, y+12, r3dColor(255,222,0), "dist : %.2f", dist);
}
}
if (targetObj->isObjType(OBJTYPE_Zombie) && gClientLogic().localPlayer_->ESPZombies)
{
if (dist < 400)
{
Font_DEVEsp->PrintF(x, y, r3dColor(243,43,37),"Zombie");
Font_DEVEsp->PrintF(x, y+12, r3dColor(243,43,37), "dist : %.2f", dist);
}
}
else if (targetObj->isObjType(OBJTYPE_Human) && gClientLogic().localPlayer_->ESPPlayers)
{
if (dist > 5 && dist < 750)
{
char plrUserName[64]; ((obj_Player*)targetObj)->GetUserName(plrUserName);
obj_Player* plr = (obj_Player*)targetObj;

Font_DEVEsp->PrintF(x, y - 60, r3dColor(255,255,51), "Player: %s",plrUserName);

Weapon* pWeapon = plr->m_Weapons[0];
Weapon* sWeapon = plr->m_Weapons[1];

if (pWeapon)
{
const WeaponConfig* wc = g_pWeaponArmory->getWeaponConfig(pWeapon->getItemID());
if (wc)
{
Font_DEVEsp->PrintF(x, y-48, r3dColor(255,255,51), "1: %s",wc->m_StoreName);
}
}
else
{
Font_DEVEsp->PrintF(x, y-48, r3dColor(255,255,51), "1: NONE");
}

if (sWeapon)
{
const WeaponConfig* wc = g_pWeaponArmory->getWeaponConfig(sWeapon->getItemID());
if (wc)
{
Font_DEVEsp->PrintF(x, y-36, r3dColor(255,255,51), "2: %s", wc->m_StoreName);
}
}
else
{
Font_DEVEsp->PrintF(x, y - 36, r3dColor(255,255,51), "2: NONE");
}

Font_DEVEsp->PrintF(x, y - 24, r3dColor(255,255,51), "Health: %.2f", ((obj_Player*)targetObj)->CurLoadout.Health);
Font_DEVEsp->PrintF(x, y - 12, r3dColor(255,255,51), "Distance: %.2f", dist);

if (gClientLogic().localPlayer_)
{
if (plr->CurLoadout.GameFlags & wiCharDataFull::GAMEFLAG_NearPostBox)
{
Font_DEVEsp->PrintF(x, y, r3dColor(255,255,51), "Player at safezone");
}
else if (plr->m_AuraType == AT_SPAWNPROTECTION)
{
Font_DEVEsp->PrintF(x, y, r3dColor(255,255,51), "Player spawn protected");
}

if (plr->m_AuraType == AT_SPAWNPROTECTION && plr->CurLoadout.GameFlags & wiCharDataFull::GAMEFLAG_NearPostBox)
{
Font_DEVEsp->PrintF(x, y, r3dColor(255,255,51), "Player at safezone");
Font_DEVEsp->PrintF(x, y + 12, r3dColor(255,255,51), "Player spawn protected");
}
}
}
}
}
}
}
}
}

ยาวหน่อยก็ดีกว่าโพสหาแล้วไม่มีใครตอบนะฮ่าๆ
DLP

วันพุธที่ 8 พฤศจิกายน พ.ศ. 2560

ดาบติดขา

ดาบติดขา

##.ใช้ได้Test แล้ว.##

WarZ.sln :

ค้นหา :

void CUberEquip::DrawSlot(ESlot slotId, const D3DXMATRIX& world, DrawType dt, bool skin, bool draw_firstperson, const r3dSkeleton* wpnSkeleton)



ใส่ // :



{

//if(slotId == SLOT_WeaponSide)

//return;

if(draw_firstperson)

{

if(slotId == SLOT_Armor || slotId == SLOT_LowerBody || slotId == SLOT_Head || slotId == SLOT_Helmet || slotId == SLOT_Backpack)

return;

}







ค้นหา :

if(slots_[SLOT_WeaponSide].wpn)





ทับ :

if(slots_[SLOT_WeaponSide].wpn)

{

if(slots_[SLOT_WeaponSide].wpn->getCategory() == storecat_HG) // Rolor:put handguns in side slot

{

skel->GetBoneWorldTM("Weapon_Side", &world, CharMat);

}

else if(slots_[SLOT_WeaponSide].wpn->getCategory() == storecat_MELEE) // Rolor:it is a melee weapon, put it on back but rotate it to look better (for most)

{

D3DXMATRIX mr1;

D3DXMatrixRotationYawPitchRoll(&mr1, 0, R3D_PI/2 + 40, 30);

skel->GetBoneWorldTM("Weapon_Side", &world, CharMat);

world = mr1 * world;

}

else // Rolor:it is not handgun or melee, put it on back

{

skel->GetBoneWorldTM("Weapon_Side", &world, CharMat);

}



DrawSlot(SLOT_WeaponSide, world, dt, false, first_person, NULL);

}