Client V3.51 & V3.82 C++ Sources

All Helbreath Client Source Discussion here.
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locobans
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Post by locobans »

James! wrote:
locobans wrote: Bug Report

In the Client.. when you double click the mini map to run across the map 1 place to a place far away it crashes the client. :)
i posted a game.cpp with this fixed.
Oh...where's the fix...not wanting to look tru your entire game.cpp :unsure:
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Dax
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Post by Dax »

locobans wrote:
James! wrote:
locobans wrote: Bug Report

In the Client.. when you double click the mini map to run across the map 1 place to a place far away it crashes the client. :)
i posted a game.cpp with this fixed.
Oh...where's the fix...not wanting to look tru your entire game.cpp :unsure:
Did any people in this pool of intelligence ever consider comparing the differences between a standard game.cpp and the one edited by james? Anyway he's posted his fix now but theres more to it.
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Jensen
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Post by Jensen »

its the concept, when you make a fix, you upload the dif from before and after the fix. not your entire project, most peoples code should be heavily modded for their servers specific usage and creating a diff from my sources and this file would result in well over 15k lines of code for my server side atm (not that ive even looked at this bug im just stating why he should have done this the first time)
-><-
misery
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Post by misery »

still buggy.. after using james code the following happens

my character bangs into everything even houses. which it isnt suppose to. if u click on lets say a house with no door u shouldnt go in and just stand infront of it but after using your code the character keeps attempting to get it making him do the knocking effect + sound "oUuhh oUuhh Ouuhhh" now it also no longer run around things blocking his direction but instead the character tries running through things blocking which is impossible. Once again giving the knocking effect. is this fixable?
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SlammeR
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Post by SlammeR »

i Have tried latest sources.. im logged in tried to move and my char doesnt move and its running in one place. That happened only to me?


help ;(
Bug Report

In the Client.. when you double click the mini map to run across the map 1 place to a place far away it crashes the client.
after using your code my character bangs into everything even houses. which it isnt suppose to. if u click on lets say a house with no door u shouldnt go in and just stand infront of it but after using your code the character keeps attempting to get it making him do the knocking effect + sound "oUuhh oUuhh Ouuhhh" now it also no longer run around things blocking his direction but instead the character tries running through things blocking which is impossible. Once again giving the knocking effect. is this fixable?
This happens cuz snoopy fixed Illusion movement issues and modified/deleted 2 lines.

Fix:

Search For:

Code: Select all

case DEF_OBJECTRUN:
case DEF_OBJECTMOVE:
case DEF_OBJECTDAMAGEMOVE: // v1.43
Before:

Code: Select all

// Snoopy: Illusion Movement
Add:

Code: Select all

cDir = cGetNextMoveDir(m_sPlayerX, m_sPlayerY, m_sCommX, m_sCommY, TRUE);
And On:

Code: Select all

case DEF_OBJECTATTACK:
Before:

Code: Select all

// Snoopy: Illusion movement
Change:

Code: Select all

cDir = m_Misc.cGetNextMoveDir(m_sPlayerX, m_sPlayerY, m_sCommX, m_sCommY);
To:

Code: Select all

cDir = cGetNextMoveDir(m_sPlayerX, m_sPlayerY, m_sCommX, m_sCommY, TRUE);
it fix the bumps when you walk, the problem on minimap and the client crash problem... i hope this help you guys...
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snoopy81
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Post by snoopy81 »

<span style='color:blue'>Crash using minimap to move/run</span>
Even if I never experimented this crash, few people on Equilibrium Project crashed. I found the very possible bug, and designed a fix.

Code: Select all

BOOL CMapData::bGetIsLocateable(short sX, short sY)
{int dX, dY;
	if ((sX < m_sPivotX) || (sX > m_sPivotX + MAPDATASIZEX) ||
  (sY < m_sPivotY) || (sY > m_sPivotY + MAPDATASIZEY)) return FALSE;
	dX = sX - m_sPivotX;
	dY = sY - m_sPivotY;
	if (m_pData[dX][dY].m_sOwnerType != NULL) return FALSE;
	if (m_tile[sX][sY].m_bIsMoveAllowed == FALSE) return FALSE;
	if (m_pData[dX][dY].m_sDynamicObjectType == DEF_DYNAMICOBJECT_MINERAL1) return FALSE; // 4
	if (m_pData[dX][dY].m_sDynamicObjectType == DEF_DYNAMICOBJECT_MINERAL2) return FALSE; // 5

	if (m_pData[dX+1][dY+1].m_sOwnerType == 66) return FALSE;
	if (m_pData[dX+1]  [dY].m_sOwnerType == 66) return FALSE;
	if ((dY > 0) && (m_pData[dX+1][dY-1].m_sOwnerType == 66)) return FALSE;
	if (m_pData  [dX][dY+1].m_sOwnerType == 66) return FALSE;
	if (m_pData  [dX]  [dY].m_sOwnerType == 66) return FALSE;
	if ((dY > 0) && (m_pData  [dX][dY-1].m_sOwnerType == 66)) return FALSE;
	if ((dX > 0) && (m_pData[dX-1][dY+1].m_sOwnerType == 66)) return FALSE;
	if ((dX > 0) && (m_pData[dX-1]  [dY].m_sOwnerType == 66)) return FALSE;
	if ((dX > 0) && (dY > 0) && (m_pData[dX-1][dY-1].m_sOwnerType == 66)) return FALSE;

	if (m_pData[dX+1][dY+1].m_sOwnerType == 73) return FALSE;
	if (m_pData[dX+1]  [dY].m_sOwnerType == 73) return FALSE;
	if ((dY > 0) && (m_pData[dX+1][dY-1].m_sOwnerType == 73)) return FALSE;
	if (m_pData  [dX][dY+1].m_sOwnerType == 73) return FALSE;
	if (m_pData  [dX]  [dY].m_sOwnerType == 73) return FALSE;
	if ((dY > 0) && (m_pData  [dX][dY-1].m_sOwnerType == 73)) return FALSE;
	if ((dX > 0) && (m_pData[dX-1][dY+1].m_sOwnerType == 73)) return FALSE;
	if ((dX > 0) && (m_pData[dX-1]  [dY].m_sOwnerType == 73)) return FALSE;
	if ((dX > 0) && (dY > 0) && (m_pData[dX-1][dY-1].m_sOwnerType == 73)) return FALSE;

	if (m_pData[dX+1][dY+1].m_sOwnerType == 81) return FALSE;
	if (m_pData[dX+1]  [dY].m_sOwnerType == 81) return FALSE;
	if ((dY > 0) && (m_pData[dX+1][dY-1].m_sOwnerType == 81)) return FALSE;
	if (m_pData  [dX][dY+1].m_sOwnerType == 81) return FALSE;
	if (m_pData  [dX]  [dY].m_sOwnerType == 81) return FALSE;
	if ((dY > 0) && (m_pData  [dX][dY-1].m_sOwnerType == 81)) return FALSE;
	if ((dX > 0) && (m_pData[dX-1][dY+1].m_sOwnerType == 81)) return FALSE;
	if ((dX > 0) && (m_pData[dX-1]  [dY].m_sOwnerType == 81)) return FALSE;
	if ((dX > 0) && (dY > 0) && (m_pData[dX-1][dY-1].m_sOwnerType == 81)) return FALSE;

	if (m_pData[dX+1][dY+1].m_sOwnerType == 91) return FALSE;
	if (m_pData[dX+1]  [dY].m_sOwnerType == 91) return FALSE;
	if ((dY > 0) && (m_pData[dX+1][dY-1].m_sOwnerType == 91)) return FALSE;
	if (m_pData  [dX][dY+1].m_sOwnerType == 91) return FALSE;
	if (m_pData  [dX]  [dY].m_sOwnerType == 91) return FALSE;
	if ((dY > 0) && (m_pData  [dX][dY-1].m_sOwnerType == 91)) return FALSE;
	if ((dX > 0) && (m_pData[dX-1][dY+1].m_sOwnerType == 91)) return FALSE;
	if ((dX > 0) && (m_pData[dX-1]  [dY].m_sOwnerType == 91)) return FALSE;
	if ((dX > 0) && (dY > 0) && (m_pData[dX-1][dY-1].m_sOwnerType == 91)) return FALSE;
	return TRUE;
}
_\_ _<br> / , \__/ . \ Admin of Equilibrium Project<br> II\ \___ . O<br> III \_/ \ _ / <a href='http://www.equiprojet.com' target='_blank'>http://www.equiprojet.com</a><br> II I¯I
Tafka12
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Post by Tafka12 »

snoopy81 wrote: <span style='color:blue'>Crash using minimap to move/run</span>
Even if I never experimented this crash, few people on Equilibrium Project crashed. I found the very possible bug, and designed a fix.

Code: Select all

BOOL CMapData::bGetIsLocateable(short sX, short sY)
{int dX, dY;
	if ((sX < m_sPivotX) || (sX > m_sPivotX + MAPDATASIZEX) ||
  (sY < m_sPivotY) || (sY > m_sPivotY + MAPDATASIZEY)) return FALSE;
	dX = sX - m_sPivotX;
	dY = sY - m_sPivotY;
	if (m_pData[dX][dY].m_sOwnerType != NULL) return FALSE;
	if (m_tile[sX][sY].m_bIsMoveAllowed == FALSE) return FALSE;
	if (m_pData[dX][dY].m_sDynamicObjectType == DEF_DYNAMICOBJECT_MINERAL1) return FALSE; // 4
	if (m_pData[dX][dY].m_sDynamicObjectType == DEF_DYNAMICOBJECT_MINERAL2) return FALSE; // 5

	if (m_pData[dX+1][dY+1].m_sOwnerType == 66) return FALSE;
	if (m_pData[dX+1]  [dY].m_sOwnerType == 66) return FALSE;
	if ((dY > 0) && (m_pData[dX+1][dY-1].m_sOwnerType == 66)) return FALSE;
	if (m_pData  [dX][dY+1].m_sOwnerType == 66) return FALSE;
	if (m_pData  [dX]  [dY].m_sOwnerType == 66) return FALSE;
	if ((dY > 0) && (m_pData  [dX][dY-1].m_sOwnerType == 66)) return FALSE;
	if ((dX > 0) && (m_pData[dX-1][dY+1].m_sOwnerType == 66)) return FALSE;
	if ((dX > 0) && (m_pData[dX-1]  [dY].m_sOwnerType == 66)) return FALSE;
	if ((dX > 0) && (dY > 0) && (m_pData[dX-1][dY-1].m_sOwnerType == 66)) return FALSE;

	if (m_pData[dX+1][dY+1].m_sOwnerType == 73) return FALSE;
	if (m_pData[dX+1]  [dY].m_sOwnerType == 73) return FALSE;
	if ((dY > 0) && (m_pData[dX+1][dY-1].m_sOwnerType == 73)) return FALSE;
	if (m_pData  [dX][dY+1].m_sOwnerType == 73) return FALSE;
	if (m_pData  [dX]  [dY].m_sOwnerType == 73) return FALSE;
	if ((dY > 0) && (m_pData  [dX][dY-1].m_sOwnerType == 73)) return FALSE;
	if ((dX > 0) && (m_pData[dX-1][dY+1].m_sOwnerType == 73)) return FALSE;
	if ((dX > 0) && (m_pData[dX-1]  [dY].m_sOwnerType == 73)) return FALSE;
	if ((dX > 0) && (dY > 0) && (m_pData[dX-1][dY-1].m_sOwnerType == 73)) return FALSE;

	if (m_pData[dX+1][dY+1].m_sOwnerType == 81) return FALSE;
	if (m_pData[dX+1]  [dY].m_sOwnerType == 81) return FALSE;
	if ((dY > 0) && (m_pData[dX+1][dY-1].m_sOwnerType == 81)) return FALSE;
	if (m_pData  [dX][dY+1].m_sOwnerType == 81) return FALSE;
	if (m_pData  [dX]  [dY].m_sOwnerType == 81) return FALSE;
	if ((dY > 0) && (m_pData  [dX][dY-1].m_sOwnerType == 81)) return FALSE;
	if ((dX > 0) && (m_pData[dX-1][dY+1].m_sOwnerType == 81)) return FALSE;
	if ((dX > 0) && (m_pData[dX-1]  [dY].m_sOwnerType == 81)) return FALSE;
	if ((dX > 0) && (dY > 0) && (m_pData[dX-1][dY-1].m_sOwnerType == 81)) return FALSE;

	if (m_pData[dX+1][dY+1].m_sOwnerType == 91) return FALSE;
	if (m_pData[dX+1]  [dY].m_sOwnerType == 91) return FALSE;
	if ((dY > 0) && (m_pData[dX+1][dY-1].m_sOwnerType == 91)) return FALSE;
	if (m_pData  [dX][dY+1].m_sOwnerType == 91) return FALSE;
	if (m_pData  [dX]  [dY].m_sOwnerType == 91) return FALSE;
	if ((dY > 0) && (m_pData  [dX][dY-1].m_sOwnerType == 91)) return FALSE;
	if ((dX > 0) && (m_pData[dX-1][dY+1].m_sOwnerType == 91)) return FALSE;
	if ((dX > 0) && (m_pData[dX-1]  [dY].m_sOwnerType == 91)) return FALSE;
	if ((dX > 0) && (dY > 0) && (m_pData[dX-1][dY-1].m_sOwnerType == 91)) return FALSE;
	return TRUE;
}
works right?
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Jensen
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Post by Jensen »

after applying both of them it was fixed, and as for slammers fixes, the first line was already in mine and the second which i changed had no apparent effect and i have yet to look through the functions to see if there is even any difference in them
-><-
misery
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Post by misery »

i've used this fixes thanks to Slammer now i can finally move without banging but found another problem. when i attack example slime.. it doesnt face the correct direction when attacking it.. any idea wads wrong?
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Kiruku
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Post by Kiruku »

misery wrote: i've used this fixes thanks to Slammer now i can finally move without banging but found another problem. when i attack example slime.. it doesnt face the correct direction when attacking it.. any idea wads wrong?
same problem and maybe can u give me the sources in 1 post for every fix (mini map and ouuuuhh...) plz.
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SlammeR
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Post by SlammeR »

misery wrote:i've used this fixes thanks to Slammer now i can finally move without banging but found another problem. when i attack example slime.. it doesnt face the correct direction when attacking it.. any idea wads wrong?
oops my bad :( i made an error on the fixes but i think this will fix the problem

On:

Code: Select all

case DEF_OBJECTATTACK:
Before:

Code: Select all

// Snoopy: Illusion movement
Change:

Code: Select all

cDir = cGetNextMoveDir(m_sPlayerX, m_sPlayerY, m_sCommX, m_sCommY, TRUE);
To:

Code: Select all

cDir = m_Misc.cGetNextMoveDir(m_sPlayerX, m_sPlayerY, m_sCommX, m_sCommY);
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locobans
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Post by locobans »

Thanks a lot snoopy B)
QUOTE (ADDKiD @ Dec 1 2006, 4:01 PM) <br>You guys make me laugh alot, half the shit I say, is bullshit...<br><br><img src='http://img485.imageshack.us/img485/492/banssig1ng.gif' border='0' alt='user posted image' /><br><br><b>I see no changes at all, wake up in the morning and ask myself...<br>Is life worth living? Should I blast myself?</b><br><br><b><a href='http://2paclegacy.com' target='_blank'>2PacLegacy.com</a></b>
locobans
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Post by locobans »

By the way...anyone can point me out what changes did snoopy81 did on the client to fix illusion bug? :unsure:
QUOTE (ADDKiD @ Dec 1 2006, 4:01 PM) <br>You guys make me laugh alot, half the shit I say, is bullshit...<br><br><img src='http://img485.imageshack.us/img485/492/banssig1ng.gif' border='0' alt='user posted image' /><br><br><b>I see no changes at all, wake up in the morning and ask myself...<br>Is life worth living? Should I blast myself?</b><br><br><b><a href='http://2paclegacy.com' target='_blank'>2PacLegacy.com</a></b>
Jensen
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Post by Jensen »

not sure what he did, but heres what i did


find

Code: Select all

if (m_iIlusionOwnerH != NULL) 
{	
if ((strcmp(_tmp_cName, m_cPlayerName) != 0) && (_tmp_sOwnerType < 10)) 
{	
_tmp_sOwnerType = m_cIlusionOwnerType;
change

Code: Select all

_tmp_iStatus    = m_iStatus_IE;
to

Code: Select all

_tmp_iStatus    = _tmp_iStatus&0xf00000f0 |m_iStatus_IE&0x0fffff0f;
this keeps the original town and invis (and a couple other) states of each person while making the overall appearance still the same for every character.

*note: i made the town keep as per character to prevent seeing invis in other towns
you may wish to change based on your needs but this seems to work fine
-><-
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Post by Hepha »

The mim not work when they beat to you with sword does not kick you for back . :(
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