Yea, I've seen these before. They are just strings, they have no references I don't think. I'll keep this open to see what everyone else has to say
These will only be useful to those with the classes, These were easy to find, i'm sure they aren't new, but someone might find em useful somewhere
have fun, if they come into use, let me knowCode:CClientWeaponMgr::CanChangeToWeapon if (WMGR_INVALID_ID == nWeaponId) return false CClientWeaponMgr::CanChangeToWeapon if (CWM_NO_WEAPON == iWeapon) return false CClientWeaponMgr::CanChangeToWeapon if (!g_pPlayerStats->HaveWeapon(nWeaponId)) return false CClientWeaponMgr::CanChangeToWeapon if (pWeapon->bNoSelect) return false CClientWeaponMgr::CanChangeToWeapon if (g_pPlayerMgr->IsPlayerDead() || g_pPlayerMgr->IsSpectatorMode()) return false seungho == CClientWeaponMgr::CanChangeToWeapon if (WMGR_INVALID_ID == nWeaponId) return false ============= [ERROR] ===================CClientWeaponMgr::ForceChangeWeapon() nWeaponIndex CClientWeaponMgr::ChangeWeapon() MISSION_DEADCAM_WEAPON <= nWeaponIndex : %d if(!g_pGameClientShell || !g_pWeaponMgr->IsValidWeaponId(nWeaponId)) CCBAPlayerStats::UpdateAmmo if(!g_pLTClient || !g_pWeaponMgr) CCBAPlayerStats::GetAmmoCount nAmmoIndex : %d, m_pnAmmo : %p, IsValidAmmoId : %d CCBAGameClientShell::Instance().GetLobbyServer().EquipWeaponReq(%d,%d,(EQUIP_TYPE)%d); CClientWeapon::HandleVectorImpact() fDistChar : %f, fHitDistChar : %f Perturb: C[%.2f] - Min[%d] Max[%d] Lerp[%.2f]
commando: You're probably the best non-coder coder I know LOL
thanks dude! i was thinking with classes, you could use those pretty easily...i mean really you could just figure out a WeaponID, this would be really useful
Force nWeaponId to some number and it might have a weapon spawn like effect or somethinCode:!g_pPlayerStats->HaveWeapon(nWeaponId)
commando: You're probably the best non-coder coder I know LOL
J (11-28-2011)
Very impressed with your imagination. But as you can see by the "!" operator at the beginning of the line, this function, "g_pPlayerStats->HaveWeapon(nWeaponId)" has a return type of bool, meaning they are using it to this effect:
if player has the weapon with an id of nWeaponId, return true, else return false.
This function does nothing but tell whether or not the player has a certain weapon either equiped or in their pack. Can't tell from this.
Thanks, Offtopic lol @ jeff's siggie
Thanks, wanna post some weapon ID's? xD
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I Read All Of My PM's & VM'sIf you need help with anything, just let me know.
Staff Administrator Since 10.13.2019
Publicist Since 04.04.2015
Middleman Since 04.14.2014
Global Moderator Since 08.01.2013
Premium Since 05.29.2013
Minion+ Since 04.18.2013
Combat Arms Minion Since 12.26.2012
Contributor Since 11.16.2012
Member Since 05.11.2010
hahaha i'll do it slowly, file by file XD
commando: You're probably the best non-coder coder I know LOL
J (12-07-2011)