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{
DWORD dwSfx = 0;
#ifdef __JOPS_GLOW
DWORD dwSfxHandRight = 0;
DWORD dwSfxHandLeft = 0;
DWORD dwSfxArmRight = 0;
DWORD dwSfxArmLeft = 0;
DWORD dwSfxBody = 0;
DWORD dwSfxLegLeft = 0;
DWORD dwSfxLegRight = 0;
switch( m_iGlowBody )
{
case 0: dwSfxBody = XI_GEN_ITEM_SETITEM10; break;
case 1: dwSfxBody = XI_GEN_ITEM_SETITEM101; break;
case 2: dwSfxBody = XI_GEN_ITEM_SETITEM102; break;
case 3: dwSfxBody = XI_GEN_ITEM_SETITEM103; break;
case 4: dwSfxBody = XI_GEN_ITEM_SETITEM104; break;
case 5: dwSfxBody = XI_GEN_ITEM_SETITEM105; break;
case 6: dwSfxBody = XI_GEN_ITEM_SETITEM106; break;
case 7: dwSfxBody = XI_GEN_ITEM_SETITEM107; break;
case 8: dwSfxBody = XI_GEN_ITEM_SETITEM108; break;
case 9: dwSfxBody = XI_GEN_ITEM_SETITEM109; break;
case 10: dwSfxBody = XI_GEN_ITEM_SETITEM1010; break;
case 11: dwSfxBody = XI_GEN_ITEM_SETITEM1011; break;
case 12: dwSfxBody = XI_GEN_ITEM_SETITEM1012; break;
case 13: dwSfxBody = XI_GEN_ITEM_SETITEM1013; break;
case 14: dwSfxBody = XI_GEN_ITEM_SETITEM1014; break;
case 15: dwSfxBody = XI_GEN_ITEM_SETITEM1015; break;
#ifdef __JOPS_GLOW
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxArmLeft,
GetPos(), GetId(), GetPos(), GetId(), -1 ); // linker oberarm
pSfx->m_nPartsLink = 5;
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 몸통
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxBody,
GetPos(), GetId(), GetPos(), GetId(), -1 ); // Kopf, vorne, brust
pSfx->m_nPartsLink = 6;
pSfx->SetScale(D3DXVECTOR3( 3.0f, 4.5f, 3.0f ));
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxBody,
GetPos(), GetId(), GetPos(), GetId(), -1 ); // Kopf, vorne, brust
pSfx->m_nPartsLink = 7;
pSfx->SetScale(D3DXVECTOR3( 3.0f, 3.0f, 3.0f ));
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 손
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxArmRight,
GetPos(), GetId(), GetPos(), GetId(), -1 ); // rechter arm
pSfx->m_nPartsLink = 8;
//pSfx->m_v3Offset.y = 0.1f;
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxArmLeft,
GetPos(), GetId(), GetPos(), GetId(), -1 ); // linker arm
pSfx->m_nPartsLink = 9;
//pSfx->m_v3Offset.y = 0.1f;
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 팔목
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxArmRight,
GetPos(), GetId(), GetPos(), GetId(), -1 ); // rechter oberarm
pSfx->m_nPartsLink = 2;
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxArmLeft,
GetPos(), GetId(), GetPos(), GetId(), -1 ); // linker unterarm
pSfx->m_nPartsLink = 3;
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 발
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxLegLeft,
GetPos(), GetId(), GetPos(), GetId(), -1 ); // linkes knie
pSfx->m_nPartsLink = 26;
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxLegRight,
GetPos(), GetId(), GetPos(), GetId(), -1 ); // rechtes knie
pSfx->m_nPartsLink = 29;
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfxHandRight,
GetPos(), GetId(), GetPos(), GetId(), -1 ); //rechte Hand
pSfx->m_nPartsLink = 8;
pSfx->m_v3Offset.y = 0.2f;
pSfx->m_iGlowBody = m_iGlowBody;
pSfx->m_iGlowHandLeft = m_iGlowHandLeft;
pSfx->m_iGlowHandRight = m_iGlowHandRight;
pSfx->m_iGlowArmLeft = m_iGlowArmLeft;
pSfx->m_iGlowArmRight = m_iGlowArmRight;
pSfx->m_iGlowLegLeft = m_iGlowLegLeft;
pSfx->m_iGlowLegRight = m_iGlowLegRight;
pSfx->m_nOldAbilityOption = nAbilityOption;
#else
if( nAbilityOption == 3 )
{
// 어깨
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 0;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 1;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
}
/*
else
if( nAbilityOption == 4 )
{
// 몸통
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 6;
pSfx->SetScale(D3DXVECTOR3( 2.2f, 2.2f, 2.2f ));
}
*/
else
if( nAbilityOption == 4 )
{
// 몸통
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 6;
pSfx->SetScale(D3DXVECTOR3( 3.0f, 3.0f, 3.0f ));
pSfx->m_nOldAbilityOption = nAbilityOption;
}
else
if( nAbilityOption == 5 )
{
// 어깨
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 0;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 1;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 어깨, 팔목 중간
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 4;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 5;
pSfx->m_nOldAbilityOption = nAbilityOption;
}
else
if( nAbilityOption == 6 )
{
// 어깨
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 0;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 1;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 어깨, 팔목 중간
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 4;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 5;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 팔목
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 2;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 3;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
}
else
if( nAbilityOption == 7 )
{
// 어깨
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 0;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 1;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 어깨, 팔목 중간
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 4;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 5;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 팔목
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 2;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 3;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 손
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 8;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 9;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
}
else
if( nAbilityOption == 8 )
{
// 어깨
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 0;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 1;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 어깨, 팔목 중간
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 4;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 5;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 팔목
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 2;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 3;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
// 손
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 8;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
pSfx = (CSfxPartsLinkShoulder*)CreateSfx( D3DDEVICE, dwSfx, GetPos(),
GetId(), GetPos(), GetId(), -1 );
pSfx->m_nPartsLink = 9;
pSfx->m_v3Offset.y = 0.1f;
pSfx->m_nOldAbilityOption = nAbilityOption;
//int nItemKind, int nItemKind2, int nNumMax, int nUniqueMin, int nUniqueMax, int
nTotalNum, CAnim* pAnimParent, int nMaterialCount )
void CMover::GenerateVendorItem( ItemProp** apItemProp, int* pcbSize, int nMax,
LPVENDOR_ITEM pVendor )