gay there are tonns of Civi = FALSE .... but nowhere anything about forcerecall, not even if its not own town then forcerecall or smthing :S im a noob -.- i know self that im a noob u dont need to say it and spam the forum with that look i can do that self:
IM A NOOB A FUCKIGN RETARD I SUCK DICKS IM FUCKING GAY
lucky now? i dont need your fucking help ill ask some1 other only fucking noobs like me in the forum which doesnt even search just say shit.
p.s. thanks Crossfade this message wasnt to u
[REQ]Civillian mode
<img src='http://lichtdrache.lima-city.de/helbrea ... aramba.gif' border='0' alt='user posted image' />
maybe this will help you?Kiruku wrote:gay there are tonns of Civi = FALSE .... but nowhere anything about forcerecall, not even if its not own town then forcerecall or smthing :S im a noob -.- i know self that im a noob u dont need to say it and spam the forum with that look i can do that self:
IM A NOOB A FUCKIGN RETARD I SUCK DICKS IM FUCKING GAY
lucky now? i dont need your fucking help ill ask some1 other only fucking noobs like me in the forum which doesnt even search just say shit.
p.s. thanks Crossfade this message wasnt to u
inside
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void CGame::CheckClientResponseTime()
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if (m_pClientList[i] == NULL) break;
if (m_bIsCrusadeMode == FALSE) {
if ((memcmp(m_pClientList[i]->m_cLocation, "arehunter", 9) == 0) && (m_pClientList[i]->m_bIsInCombatantOnlyZone == TRUE) && (m_pMapList[i]->m_bIsCitizenLimit == TRUE)) {
RequestTeleportHandler(i, "2 ", "aresden", -1, -1);
}
else if ((memcmp(m_pClientList[i]->m_cLocation, "elvhunter", 9) == 0) && (m_pClientList[i]->m_bIsInCombatantOnlyZone == TRUE) && (m_pMapList[i]->m_bIsCitizenLimit == TRUE)) {
RequestTeleportHandler(i, "2 ", "elvine", -1, -1);
}
}
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void CGame::SetPlayingStatus(int iClientH)
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m_pClientList[iClientH]->m_bIsPlayerCivil = FALSE;
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m_pClientList[iClientH]->m_bIsInCombatantOnlyZone = FALSE;
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if (memcmp(m_pClientList[iClientH]->m_cMapName, "2ndmiddle", 9) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "abaddon", 7) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "aresdend1", 9) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "areuni", 6) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "dglv2", 5) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "dglv3", 5) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "dglv4", 5) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "druncncity", 10) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "elvined1", 8) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "elvuni", 6) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "huntzone1", 9) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "huntzone2", 9) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "huntzone3", 9) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "huntzone4", 9) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "icebound", 8) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "inferniaA", 9) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "inferniaB", 9) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "maze", 4) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "middled1n", 9) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "middled1x", 9) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "middleland", 10) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "procella", 8) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "toh1", 4) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "toh2", 4) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "toh3", 4) == 0) {
m_pClientList[iClientH]->m_bIsInCombatantOnlyZone = TRUE;
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void CGame::SetCombatantOnlyZone(int iClientH)
{
char cMapName[11];
if (m_pClientList[iClientH] == NULL) return;
ZeroMemory(cMapName, sizeof(cMapName));
strcpy(cMapName, m_pMapList[m_pClientList[iClientH]->m_cMapIndex]->m_cName);
m_pClientList[iClientH]->m_bIsInCombatantOnlyZone = FALSE;
if (memcmp(m_pClientList[iClientH]->m_cMapName, "2ndmiddle", 9) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "abaddon", 7) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "aresdend1", 9) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "areuni", 6) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "dglv2", 5) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "dglv3", 5) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "dglv4", 5) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "druncncity", 10) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "elvined1", 8) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "elvuni", 6) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "huntzone1", 9) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "huntzone2", 9) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "huntzone3", 9) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "huntzone4", 9) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "icebound", 8) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "inferniaA", 9) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "inferniaB", 9) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "maze", 4) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "middled1n", 9) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "middled1x", 9) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "middleland", 10) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "procella", 8) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "toh1", 4) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "toh2", 4) == 0 ||
memcmp(m_pClientList[iClientH]->m_cMapName, "toh3", 4) == 0) {
m_pClientList[iClientH]->m_bIsInCombatantOnlyZone = TRUE;
}
}
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void SetCombatantOnlyZone(int iClientH);
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BOOL m_bIsInCombatantOnlyZone;
now that can go two ways.. you can turn m_bIsInCombatantOnlyZone = TRUE or FALSE. you should know which does what and play with them to see if you can make it so civilians can go into other maps. if you wanna add more maps just follow the other maps etc.
Credits goto Audioslave for the code.