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·¢±íÓÚ 2020-10-2 00:58:48 | ÏÔʾȫ²¿Â¥²ã |ÔĶÁģʽ
×ªÔØ£ºhttps://tieba.baidu.com/p/6664705435
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D2Vars.h£º
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//ÒÆ¶¯º¯ÊýµØÖ·Áбí
8 x: Q4 j* C; }: E9 I7 U, n#define MOVE_MAX_SIZE0x00000050
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VAR(D2CharMoveTableStrc, MoveTbl[MOVE_MAX_SIZE])
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D2Ptrs.h£º
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1 j! U+ c3 m$ B  t+ Z/ fËùÓõ½µÄËùÓк¯ÊýµØÖ·£º
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#define D2GAME_PickUpGold(pGame, pPlayer, pItem)D2GAME_PickUpGold_Stub(pGame, pPlayer, pItem)
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ASMPTR(D2GAME, PickUpGold_I, 0xD6C80)
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FUNCPTR(D2GAME, CharMove, BOOL, __fastcall, (Game* pGame, UnitAny* pPlayer, int, int), 0x79B90)1 _3 t2 o* Y1 b/ ?$ f

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FUNCPTR(D2COMMON, GetRoomFromUnit, DRLGRoom*, __stdcall, (UnitAny * ptUnit), 0x2FE10)! ~: P  C2 f/ z7 f) @
FUNCPTR(D2COMMON, GetLevelNoFromRoom, BOOL, __stdcall, (DRLGRoom* pRoom), 0x3C000)3 F$ J8 g' y  N3 f5 R7 V9 q
FUNCPTR(D2COMMON, IsTownByLevelNo, BOOL, __stdcall, (DWORD dwLevelNo), 0x3B230)
$ S: W: C8 ~1 X4 [- L$ h" kFUNCPTR(D2COMMON, GetUnitState, int, __stdcall, (UnitAny *pUnit, DWORD dwStateNo), 0x33CD0)6 ~2 t! k0 t. E  N% o( e1 i
FUNCPTR(D2COMMON, GetUnitStat, long, __stdcall, (UnitAny* pUnit, DWORD dwStat, DWORD nLayer), 0x38B70)
1 v% T( f6 [( \$ D4 q- F4 b# ^' uFUNCPTR(D2COMMON, GetBeltGoldLimit, unsigned int, __stdcall, (UnitAny* pUnit), 0x31940)
/ X. u( Q2 c$ y: H, mFUNCPTR(D2COMMON, GetItemText, ItemTxt *, __stdcall, (DWORD dwItemNo), 0x719A0)
, ]- {4 ~4 f5 P9 ~* f# UFUNCPTR(D2COMMON, GetDistance, int, __stdcall, (int pPlayerCoordsnX, int pPlayerCoordsnY, int pItemCoordsnX, int pItemCoordsnY), 0xD180)
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FUNCPTR(D2CLIENT, PrintPartyString, void, __stdcall, (wchar_t *wMessage, int nColor), 0x7D610)
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* b0 d' z# m" N# Ptypedef int(__fastcall *D2CharMove_t)(Game*, UnitAny*, int , int);
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struct D2CharMoveTableStrc
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D2CharMove_t GameFunc;" t( l: ?; H6 C  f5 M/ I1 A
};
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void __fastcall D2GAME_PickUpGold_Stub(Game* pGame, UnitAny* pPlayer, UnitAny* pItem);
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D2Stubs.cpp£º
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) s0 t1 s6 _. g+ N# `# F$ n" x; A__declspec (naked) void __fastcall D2GAME_PickUpGold_Stub(Game *pGame, UnitAny* pPlayer, UnitAny* pItem)- x$ D$ Y3 j7 N' A+ r) |
{
, ?  p" @' N  W  j__asm
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push esi
+ r* v! l3 z; ~) \6 T+ zpush [esp + 8]$ l  F; R* C% p1 z( ~4 N
push ecx; k1 J6 W. w5 H: ~+ m4 w
mov esi,edx- t9 f+ j+ R0 `0 ~
call D2GAME_PickUpGold_I
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retn 0x04* c5 |. @& I  \4 ]( {) P# h+ T
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PickUpGold.h£º8 `& P' f' `2 X( ?

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BOOL __fastcall Move_Init();
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# q2 z% `3 Y1 s# [BOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);, N% t3 d6 ?6 z8 e: G

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8 @* V8 Z3 C) }: y9 K0 d  X& Z. P( }BOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);
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0 f& ^% i4 d% Z  `! pvoid __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer);/ Q# X7 J8 M  D2 |* {1 U
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PickUpGold.cpp£º/ \, Z. U" a! n" D

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#define REVERSE16( w ) ( ( (w & 0xFF00) >> 8 ) | ( (w & 0x00FF) << 8 ) )$ h. r  t' p7 b0 S! A7 C
#define REVERSE32( dw ) ( ( (dw & 0xFF000000) >> 24 ) | ( (dw & 0x00FF0000) >> 8 ) | ( (dw & 0x0000FF00) << 8 ) | ( (dw & 0x000000FF) << 24 ) )
# _9 }6 U+ ~. J2 _#define CODE32( sz ) REVERSE32( ( ( const unsigned long )( sz ) ) )
' W) f. }) |* z& ~6 k) \" \#define CODE16( sz ) REVERSE16( ( ( const unsigned short)( sz ) ) )% e$ v9 i$ |7 n4 G5 F
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. c/ y  X8 d) @( WLPCWSTR stringToLPCWSTR(std::string orig)
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2 a$ G# a' D7 z, f: u) nsize_t origsize = orig.length() + 1;
% P; P) W+ d% x, d8 u+ z4 U* X% qconst size_t newsize = 100;
3 k% U/ M: r* I6 `8 R: o2 _size_t convertedChars = 0;
( l+ M/ r/ P2 B" D% ?wchar_t *wcstring = (wchar_t *) malloc(sizeof(wchar_t) *(orig.length() - 1));5 x* y6 I8 V; O$ }
mbstowcs_s(&convertedChars, wcstring, origsize, orig.c_str(), _TRUNCATE);3 r' P8 I! E) `
return wcstring;
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BOOL __fastcall Move_Init()$ m" v# r3 U3 K9 F8 y# a
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std::copy(D2GAME_MoveTable, D2GAME_MoveTable + 19, MoveTbl);' a) X: s) m8 M: _$ N2 R

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; }* S; y1 l  h; r' y6 `MoveTbl[2].GameFunc = &CheckIfMove;
( I# s/ A# i* ]9 AMoveTbl[3].GameFunc = &CheckIfMove;4 P9 L5 g' w. A9 _# F. w/ T
MoveTbl[6].GameFunc = &CheckIfMove;
1 A. W2 H& H8 \2 p2 X3 u( L! CMoveTbl[19].GameFunc = &CheckIfMove;' S' f2 d& T9 y1 }3 Q3 Z; T3 E% ]
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MoveTbl[0].GameFunc = &MovEax1;
) k9 ~5 F' r) }& o+ g, y3 t! sMoveTbl[1].GameFunc = &MovEax1;
- @# R& }7 f) b' dMoveTbl[4].GameFunc = &MovEax1;) u! [4 H; b7 b
MoveTbl[5].GameFunc = &MovEax1;  H: {* y* S, x
MoveTbl[9].GameFunc = &MovEax1;
7 @) p0 {1 {$ Y% i) |' JMoveTbl[17].GameFunc = &MovEax1;
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return TRUE;$ S. Z! U' e7 f
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BOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)! ~/ e9 C3 u6 |+ m1 G3 g2 ]6 b
{
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' t: }5 ?3 E( @if (!pGame || !pPlayer)  d! G9 p) E: ~7 i, D7 w- ^
return FALSE;
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* Z5 R; h% J* B2 ^. v1 A0 I2 C/ C( CBOOL AlreadyMove = D2GAME_CharMove(pGame, pPlayer, uknown1, uknown2);) {  U; d! ]( ]; u- Z
BOOL Move = AlreadyMove;
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" B$ {! I( s( ^if (!AlreadyMove)
; A* I2 D( Z! t& fMove = FALSE;
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GOLDPICKUP_PickupInRangeGold(pGame, pPlayer);4 b/ I- J* h3 B" w  `, {0 ~7 C2 _
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return Move;
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}
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BOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)$ n2 o/ ]3 ?  U0 f
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return TRUE;
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void __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer)* A' \5 Z, G! s  M
{
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7 K) Y. ~, l% H) D( m" Hif (!pGame || !pPlayer || pPlayer->dwType != UNIT_PLAYER)
' a1 B: I9 A/ d$ h  t0 Ureturn;" z% ~- C# h  P" R( N7 s# ^' v

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DRLGRoom* pRoom = D2COMMON_GetRoomFromUnit(pPlayer);
# E- _4 Y& c; P+ b0 X+ c* a2 Y% Eif (!pRoom) return;
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4 _& X3 M- _; i. e3 c, f* ?int alvl = D2COMMON_GetLevelNoFromRoom(pRoom);
. b. R. u7 {& H6 h4 h' k8 Z# IBOOL isTown = D2COMMON_IsTownByLevelNo(alvl);6 u  [2 j# {  T% w; e# ~- E
if (isTown)! w( z- F1 e, v2 {. V9 l
return;
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9 X, i- b3 A  ^+ f; nif (pPlayer->CurrentAnim == PLAYER_MODE_DEATH)9 |" t3 K& q* N
return;% _# D3 Q: p# x8 d8 L
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9 v! l+ X5 w3 X+ [if (D2COMMON_GetUnitState(pPlayer, STATE_UNINTERRUPTABLE))* k0 c* u9 L: f
return;: d$ k  f$ {% b/ c$ N( {% y9 G

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for (UnitAny* pUnit = pRoom->pUnitFirst; pUnit; pUnit = pUnit->pListNext)
% ^7 S2 B( I# u$ I/ S/ L{
0 }0 e' E4 L- j0 T6 K; Y3 sint INVENTORY_GOLD = D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, NULL);
& T3 R0 J' o: s/ }9 Dint QUANTITY_GOLD = D2COMMON_GetUnitStat(pUnit, STATS_GOLD, NULL);
' B% i4 e1 @9 T0 ?. p* pint GOLD_LIMIT = D2COMMON_GetBeltGoldLimit(pPlayer);4 ^- J. J& g2 a
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if (pUnit->dwType != UNIT_ITEM)
  S( P) D6 d7 i, lcontinue;
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ItemTxt* pItemRecord = D2COMMON_GetItemText(pUnit->dwTxtFileNo);
. B1 h! i) e/ k( l2 g, X8 |$ w' Wif (!pItemRecord) continue;/ v7 n& N* q4 A+ g( c

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if (pItemRecord->dwCode != CODE32('gld '))0 |) \- I, P( D3 e, y
continue;) e: |  }- K) _" D

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DRLGCoord pItemCoords = {};
1 f. r/ Y" s+ g% r" f; z: ]DRLGCoord pPlayerCoords = {};8 j+ ]/ O; S5 V/ I

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if (D2COMMON_GetDistance(pPlayerCoords.nX, pPlayerCoords.nY, pItemCoords.nX, pItemCoords.nY) > 12)& p/ C5 `: A- a6 n
continue;0 b1 t9 [* c7 p. M
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! x$ g; p' m+ R1 Yif ((INVENTORY_GOLD + QUANTITY_GOLD) <= GOLD_LIMIT)
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D2GAME_PickUpGold(pGame, pPlayer, pUnit);
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' G- f0 k- d* L; W! mwchar_t sMsg[512];
4 x: I% G  f+ x$ a& F5 awsprintfW(sMsg, stringToLPCWSTR("PickUp %dGold"), D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, 0) - INVENTORY_GOLD);
2 e* \3 [' h7 n  q6 oD2CLIENT_PrintPartyString(sMsg, GREEN);
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if ((INVENTORY_GOLD + QUANTITY_GOLD) > GOLD_LIMIT)
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wsprintfW(sMsg, stringToLPCWSTR("Gold Limit!"));
7 p6 w; S% o0 ?: _& K- I% |D2CLIENT_PrintPartyString(sMsg, GREEN);
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D2Patch.h£º
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PatchÄÚÈÝ£º3 F9 g& Z- p  {0 n* y" V
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//½ð±ÒPatchλÖãºD2Game- F" k' ^* l& u' U$ m
{D2DLL_D2GAME, 0x79A28, (DWORD)MoveTbl, FALSE, 0x00},% I: b- l# R: A- R
{D2DLL_D2GAME, 0x79A43, (DWORD)MoveTbl, FALSE, 0x00},9 T! x% D4 t4 B( J

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