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//aratEffectLib içinde EffectManager.cpp aç:

//arat
void CEffectManager::HideEffect()
{
	if (!m_pSelectedEffectInstance)
		return;

	m_pSelectedEffectInstance->Hide();
}



//altına ekle
#ifdef __ENABLE_STEALTH_FIX__
void CEffectManager::ApplyAlwaysHidden()
{
	if (!m_pSelectedEffectInstance)
		return;

	m_pSelectedEffectInstance->ApplyAlwaysHidden();
}


void CEffectManager::ReleaseAlwaysHidden()
{
	if (!m_pSelectedEffectInstance)
		return;

	m_pSelectedEffectInstance->ReleaseAlwaysHidden();
}
#endif


EffectManager.h aç:

//arat
	void ShowEffect();
	void HideEffect();


//altına ekle
#ifdef __ENABLE_STEALTH_FIX__
		void ApplyAlwaysHidden();
		void ReleaseAlwaysHidden();
#endif


EterLib içinde GrpObjectInstance.cpp aç:

//arat:

bool CGraphicObjectInstance::isShow()
{


//altına ekle
#ifdef __ENABLE_STEALTH_FIX__
	return m_isVisible && !m_isAlwaysHidden;
#endif






//arat
void CGraphicObjectInstance::Hide()
{
	m_isVisible = false;
}

//altına ekle

#ifdef __ENABLE_STEALTH_FIX__
void CGraphicObjectInstance::ApplyAlwaysHidden() {
	m_isAlwaysHidden = true;
}

void CGraphicObjectInstance::ReleaseAlwaysHidden() {
	m_isAlwaysHidden = false;
}
#endif






//arat

void CGraphicObjectInstance::Initialize()
{
	if (m_CullingHandle)
		CCullingManager::Instance().Unregister(m_CullingHandle);
	m_CullingHandle = 0;

	m_pHeightAttributeInstance = NULL;

	m_isVisible = TRUE;

	m_BlockCamera = false;

	
//altına ekle
#ifdef __ENABLE_STEALTH_FIX__
	m_isAlwaysHidden = false;
#endif

GrpObjectInstance.h aç:

//arat:
		void					BlendRender();
		void					RenderToShadowMap();
		void					RenderShadow();
		void					RenderPCBlocker();
		void					Deform();
		void					Transform();

		void					Show();
		void					Hide();
		bool					isShow();

//ekle
#ifdef __ENABLE_STEALTH_FIX__
		void					ApplyAlwaysHidden();
		void					ReleaseAlwaysHidden();
#endif




//arat:
float					m_fYaw;
		float					m_fPitch;
		float					m_fRoll;

		D3DXMATRIX				m_mRotation;

		bool					m_isVisible;
	   
//ekle
#ifdef __ENABLE_STEALTH_FIX__
		bool					m_isAlwaysHidden;
#endif

GameLib içinde ActorInstaceAttach.cpp aç:

//arat
void CActorInstance::ShowAllAttachingEffect()
{
	std::list<TAttachingEffect>::iterator it;
	for(it = m_AttachingEffectList.begin(); it!= m_AttachingEffectList.end();++it)
	{
		CEffectManager::Instance().SelectEffectInstance(it->dwEffectIndex);
		CEffectManager::Instance().ShowEffect();


//altına ekle:
#ifdef __ENABLE_STEALTH_FIX__
		CEffectManager::Instance().ReleaseAlwaysHidden();
#endif





//arat
void CActorInstance::HideAllAttachingEffect()
{
	std::list<TAttachingEffect>::iterator it;
	for(it = m_AttachingEffectList.begin(); it!= m_AttachingEffectList.end();++it)
	{
		CEffectManager::Instance().SelectEffectInstance(it->dwEffectIndex);
		CEffectManager::Instance().HideEffect();


//altına ekle:
#ifdef __ENABLE_STEALTH_FIX__
		CEffectManager::Instance().ApplyAlwaysHidden();
#endif


InstanceBaseEffect.cpp

/* arat */
void CInstanceBase::__SetAffect(UINT eAffect, bool isVisible)
{

	içinde bul değiştir 
				m_GraphicThingInstance.ClearAttachingEffect();


#ifdef __ENABLE_STEALTH_FIX__
				m_GraphicThingInstance.HideAllAttachingEffect();
#else
				m_GraphicThingInstance.ClearAttachingEffect();
#endif


	/* içinde bul altına ekle  */
	
			else
			{
				m_GraphicThingInstance.BlendAlphaValue(1.0f, 1.0f);

				
#ifdef __ENABLE_STEALTH_FIX__
				m_GraphicThingInstance.ShowAllAttachingEffect();
#endif

	 arat
void CInstanceBase::SetAffectFlagContainer(const CAffectFlagContainer& c_rkAffectFlagContainer)
{

	/* içinde bul altına ekle */
	
	else
	{
		__SetNormalAffectFlagContainer(c_rkAffectFlagContainer);


#ifdef __ENABLE_STEALTH_FIX__
		if (!__MainCanSeeHiddenThing() &&
			(c_rkAffectFlagContainer.IsSet(AFFECT_INVISIBILITY)
				|| c_rkAffectFlagContainer.IsSet(AFFECT_REVIVE_INVISIBILITY)
				|| c_rkAffectFlagContainer.IsSet(AFFECT_EUNHYEONG))
		)
			m_GraphicThingInstance.HideAllAttachingEffect();
#endif


/* locale_inc.h ekle : */

#define __ENABLE_STEALTH_FIX__


#include "../UserInterface/Locale_inc.h"

/* / EterBase / StdAfx.h dosyasının içine ekle */
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