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// Next is a bit complicated. Find the following part and compare it to yours make if fit together with the sash
        for (int i = 0; i < ITEM_ATTRIBUTE_MAX_NUM; ++i)
        {
            if (GetAttributeType(i))
            {
                const TPlayerItemAttribute& ia = GetAttribute(i);
#ifdef ENABLE_AURA_SYSTEM
                if (ia.bType == APPLY_SKILL)
                {
                    if (m_pProto->bType == ITEM_COSTUME && m_pProto->bSubType == COSTUME_AURA)
                    {
                        if (ia.sValue <= 0)
                            continue;

                        float fValue = ia.sValue * fAuraDrainPer;
                        int iValue = static_cast<int>((fValue < 1.0f) ? ceilf(fValue) : truncf(fValue));
                        m_pOwner->ApplyPoint(ia.bType, bAdd ? iValue : iValue ^ 0x00800000);
                    }
                    else
                        m_pOwner->ApplyPoint(ia.bType, bAdd ? ia.sValue : ia.sValue ^ 0x00800000);
                }
                else
                {
                    if (m_pProto->bType == ITEM_COSTUME && m_pProto->bSubType == COSTUME_AURA)
                    {
                        if (ia.sValue <= 0)
                            continue;

                        float fValue = ia.sValue * fAuraDrainPer;
                        int iValue = static_cast<int>((fValue < 1.0f) ? ceilf(fValue) : truncf(fValue));
                        m_pOwner->ApplyPoint(ia.bType, bAdd ? iValue : -iValue);
                    }
                    else
                        m_pOwner->ApplyPoint(ia.bType, bAdd ? ia.sValue : -ia.sValue);
                }
#else
                if (ia.bType == APPLY_SKILL)
                    m_pOwner->ApplyPoint(ia.bType, bAdd ? ia.sValue : ia.sValue ^ 0x00800000);
                else
                    m_pOwner->ApplyPoint(ia.bType, bAdd ? ia.sValue : -ia.sValue);
#endif
            }
        }
    }


im make this 

#ifdef ENABLE_ACCE_COSTUME_SYSTEM
                if (GetType() == ITEM_COSTUME && GetSubType() == COSTUME_ACCE)
                    value = CalcAcceBonus(value);
#endif
#ifdef ENABLE_AURA_SYSTEM
                if (ia.bType == APPLY_SKILL)
                {
                    if (m_pProto->bType == ITEM_COSTUME && m_pProto->bSubType == COSTUME_AURA)
                    {
                        if (ia.sValue <= 0)
                            continue;

                        float fValue = ia.sValue * fAuraDrainPer;
                        int iValue = static_cast<int>((fValue < 1.0f) ? ceilf(fValue) : truncf(fValue));
                        m_pOwner->ApplyPoint(ia.bType, bAdd ? iValue : iValue ^ 0x00800000);
                    }
                    else
                        m_pOwner->ApplyPoint(ia.bType, bAdd ? value : value ^ 0x00800000);
                }
                else
                {
                    if (m_pProto->bType == ITEM_COSTUME && m_pProto->bSubType == COSTUME_AURA)
                    {
                        if (ia.sValue <= 0)
                            continue;

                        float fValue = ia.sValue * fAuraDrainPer;
                        int iValue = static_cast<int>((fValue < 1.0f) ? ceilf(fValue) : truncf(fValue));
                        m_pOwner->ApplyPoint(ia.bType, bAdd ? iValue : -iValue);
                    }
                    else
                        m_pOwner->ApplyPoint(ia.bType, bAdd ? value : -value);
                }
#else
                if (ia.bType == APPLY_SKILL)
                    m_pOwner->ApplyPoint(ia.bType, bAdd ? value : value ^ 0x00800000);
                else
                    m_pOwner->ApplyPoint(ia.bType, bAdd ? value : -value);
#endif
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