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×ªÔØ£ºhttps://tieba.baidu.com/p/6664705435' C. t. I6 O1 e3 K+ V) I
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D2Vars.h£º6 [, D" e! q9 D3 L
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#define MOVE_MAX_SIZE0x00000050# ~/ ~ u7 a$ z0 P4 D; V" e
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VAR(D2CharMoveTableStrc, MoveTbl[MOVE_MAX_SIZE])3 O6 P: Q: |1 b$ J# D9 Z% L
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D2Ptrs.h£º5 }- x7 F& J- M- ^
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D9 d# p5 a1 c" `% n" ?9 w2 e* \#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)
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FUNCPTR(D2COMMON, GetRoomFromUnit, DRLGRoom*, __stdcall, (UnitAny * ptUnit), 0x2FE10)
8 h( |1 _! k1 m7 Y/ ?6 LFUNCPTR(D2COMMON, GetLevelNoFromRoom, BOOL, __stdcall, (DRLGRoom* pRoom), 0x3C000)& U1 g n6 ^7 W* P# i
FUNCPTR(D2COMMON, IsTownByLevelNo, BOOL, __stdcall, (DWORD dwLevelNo), 0x3B230)4 w, u) t( _) Y6 H6 D2 Q
FUNCPTR(D2COMMON, GetUnitState, int, __stdcall, (UnitAny *pUnit, DWORD dwStateNo), 0x33CD0)" w- W$ S, Y1 D
FUNCPTR(D2COMMON, GetUnitStat, long, __stdcall, (UnitAny* pUnit, DWORD dwStat, DWORD nLayer), 0x38B70)# }$ B' V0 u6 N i/ g( n
FUNCPTR(D2COMMON, GetBeltGoldLimit, unsigned int, __stdcall, (UnitAny* pUnit), 0x31940)6 j1 Y; o: c, g/ V3 w# i/ [" P t- Z
FUNCPTR(D2COMMON, GetItemText, ItemTxt *, __stdcall, (DWORD dwItemNo), 0x719A0); i& h) Q3 `" i0 h
FUNCPTR(D2COMMON, GetDistance, int, __stdcall, (int pPlayerCoordsnX, int pPlayerCoordsnY, int pItemCoordsnX, int pItemCoordsnY), 0xD180)/ d/ R+ q* F# c; ~# N z
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FUNCPTR(D2CLIENT, PrintPartyString, void, __stdcall, (wchar_t *wMessage, int nColor), 0x7D610)
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typedef int(__fastcall *D2CharMove_t)(Game*, UnitAny*, int , int);
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struct D2CharMoveTableStrc& {1 _% t2 d* O* B d" v
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D2CharMove_t GameFunc;2 D2 R8 o% x: W
};
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D2Stubs.h£º* \8 b$ h. c/ } u
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void __fastcall D2GAME_PickUpGold_Stub(Game* pGame, UnitAny* pPlayer, UnitAny* pItem);7 N% f0 b: ]7 D0 P7 J, b* r7 @
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4 t; w3 Y T+ q2 s/ G5 C' C% v; U9 lD2Stubs.cpp£º
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V& o# A- Q4 F4 J__declspec (naked) void __fastcall D2GAME_PickUpGold_Stub(Game *pGame, UnitAny* pPlayer, UnitAny* pItem)* D. K! P6 Y j& i6 P0 D0 v
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__asm
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push esi
. `0 L" J) g3 T5 ]1 y, n& Tpush [esp + 8]- D" X( E! d6 w- m
push ecx
- Q* D% H9 k% J3 i9 F# l8 t; jmov esi,edx
) G8 v* W/ @5 j+ [ Hcall D2GAME_PickUpGold_I; X. m* j( @* s/ W1 d9 O
pop esi
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}
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( b* X# C3 t6 J4 v$ n9 E/ |BOOL __fastcall Move_Init();
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BOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);
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BOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);# y! m" B1 l8 X
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# M% t+ M$ I* t8 ^6 G# Y! W. v7 @6 uvoid __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer);
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4 d) o, j# O/ z: m' G#define REVERSE16( w ) ( ( (w & 0xFF00) >> 8 ) | ( (w & 0x00FF) << 8 ) )
( f# ?" a U( V' \) M! E& n& X+ [#define REVERSE32( dw ) ( ( (dw & 0xFF000000) >> 24 ) | ( (dw & 0x00FF0000) >> 8 ) | ( (dw & 0x0000FF00) << 8 ) | ( (dw & 0x000000FF) << 24 ) )( N& g- A" x0 `5 |
#define CODE32( sz ) REVERSE32( ( ( const unsigned long )( sz ) ) )
/ }3 z% m/ J& }4 o% _#define CODE16( sz ) REVERSE16( ( ( const unsigned short)( sz ) ) )
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/ p! l8 g7 G/ j" lLPCWSTR stringToLPCWSTR(std::string orig)% W# i( \$ p# w! I5 o. A
{
# S3 N. `; S; R! {& {- fsize_t origsize = orig.length() + 1;
6 p2 q" q/ u9 b. d: cconst size_t newsize = 100;1 {5 K) r% b4 S T1 F0 s" ]
size_t convertedChars = 0;- k2 V; Y" I5 X( P2 Q8 M
wchar_t *wcstring = (wchar_t *) malloc(sizeof(wchar_t) *(orig.length() - 1));6 Z# H0 C0 s6 t5 E; Z, g+ s
mbstowcs_s(&convertedChars, wcstring, origsize, orig.c_str(), _TRUNCATE);) ^- e8 c) V6 B3 d& i
return wcstring;
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1 \+ r: O. _& D% ZBOOL __fastcall Move_Init()
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$ c3 D3 b& H* Rstd::copy(D2GAME_MoveTable, D2GAME_MoveTable + 19, MoveTbl);
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1 f! T0 i0 h% s0 { QMoveTbl[2].GameFunc = &CheckIfMove;
2 K4 V7 v6 Q) P Y, f+ c' X* _MoveTbl[3].GameFunc = &CheckIfMove;: D. ^6 L$ s& h4 k/ o) B
MoveTbl[6].GameFunc = &CheckIfMove;
9 m: F! `. F' @0 k; ]+ |: V i: F$ ~. U) eMoveTbl[19].GameFunc = &CheckIfMove;3 d' A' @7 b0 B% f& b* `: s4 M
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" I4 m6 d$ z- w( L2 SMoveTbl[0].GameFunc = &MovEax1;' {7 g' }$ ~# w8 E
MoveTbl[1].GameFunc = &MovEax1;
. l! e% G* J7 `$ ^: W( R+ lMoveTbl[4].GameFunc = &MovEax1;( f+ A; \9 h8 f- T5 ~
MoveTbl[5].GameFunc = &MovEax1;/ O w7 q9 H/ r
MoveTbl[9].GameFunc = &MovEax1;
- t3 b0 d9 c4 y7 ?* P- oMoveTbl[17].GameFunc = &MovEax1;5 [' J+ P& X7 o' f% I, k m
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return TRUE; P' _$ ~1 b, _5 @; Z: E! v
}
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$ h: u# \" @# v! cBOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)/ Y& X Q1 s, Z
{
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5 t- ^8 }: c" @! v! ^: Kif (!pGame || !pPlayer)+ P( W! F* n/ l1 b5 m! j! ^
return FALSE;
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BOOL AlreadyMove = D2GAME_CharMove(pGame, pPlayer, uknown1, uknown2);! i* R5 ~, k8 H; r- Y
BOOL Move = AlreadyMove;
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if (!AlreadyMove)
' m& F# U' H; XMove = FALSE;5 q. {; l( k. Q# n4 B0 g! U, w
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GOLDPICKUP_PickupInRangeGold(pGame, pPlayer);3 ~/ I9 h: x& Q8 c1 s! q
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return Move;
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3 F) k# ~1 g6 iBOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)- c- ?4 h$ o5 t1 w& T' ^
{
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}
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6 K2 p' n& s( c7 t1 {6 Xvoid __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer)6 ?! U/ ]1 r) v$ k) T6 r" R$ ]4 h
{
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8 _ o8 n1 m2 V& A6 C* s" N* ?. Iif (!pGame || !pPlayer || pPlayer->dwType != UNIT_PLAYER)4 }6 n6 d0 T8 f, x6 E: V9 `! B
return;( ?# |* Z7 c0 H0 Y# A, ] `9 G
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! b' y. u0 g2 ]) @: uDRLGRoom* pRoom = D2COMMON_GetRoomFromUnit(pPlayer);
# D) o! |4 V9 Y$ A5 oif (!pRoom) return;( J/ N2 A+ G& x4 X% o
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int alvl = D2COMMON_GetLevelNoFromRoom(pRoom);
5 A" y: S* O- TBOOL isTown = D2COMMON_IsTownByLevelNo(alvl);
0 m0 d3 N% I5 G! A1 [6 w Pif (isTown)' Z3 Y7 c9 A" r/ ?8 C* P- z
return;
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if (pPlayer->CurrentAnim == PLAYER_MODE_DEATH): Z$ w/ |2 U" M+ c" F# v1 N
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if (D2COMMON_GetUnitState(pPlayer, STATE_UNINTERRUPTABLE))3 v5 K; \1 x, ^5 Z7 u
return;* G: {7 y M5 d( f& g7 v
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for (UnitAny* pUnit = pRoom->pUnitFirst; pUnit; pUnit = pUnit->pListNext)
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+ A6 U2 o P8 `! p; w3 iint INVENTORY_GOLD = D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, NULL);
( c+ l& M& |6 |6 y1 n) Oint QUANTITY_GOLD = D2COMMON_GetUnitStat(pUnit, STATS_GOLD, NULL);5 \7 f7 o- S3 Z# p6 ~! ~- w
int GOLD_LIMIT = D2COMMON_GetBeltGoldLimit(pPlayer);
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7 N. U0 H0 h p% Q. Zif (pUnit->dwType != UNIT_ITEM)* b6 U- K0 T6 _' F
continue;5 j$ `7 q( [! {+ J! V6 V
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ItemTxt* pItemRecord = D2COMMON_GetItemText(pUnit->dwTxtFileNo);6 M" M; M4 z4 W4 b6 h
if (!pItemRecord) continue;
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if (pItemRecord->dwCode != CODE32('gld '))
9 \: Z t( D3 Scontinue;7 U9 D* i& J1 g* x$ ]
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# k5 y( v. S' N3 D* wDRLGCoord pItemCoords = {};5 n( q9 r, ~; h N! A/ y6 |$ a- Z
DRLGCoord pPlayerCoords = {};
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if (D2COMMON_GetDistance(pPlayerCoords.nX, pPlayerCoords.nY, pItemCoords.nX, pItemCoords.nY) > 12)/ D: w( e. Q, M: d t- _, r
continue;* P* q& t, N! c* ?0 T+ U
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if ((INVENTORY_GOLD + QUANTITY_GOLD) <= GOLD_LIMIT)
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' U0 Q8 `3 D; T1 \% tD2GAME_PickUpGold(pGame, pPlayer, pUnit);
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! @0 J7 Z! ]' n+ o- g! P1 _wchar_t sMsg[512];
4 R+ Z4 W4 j% vwsprintfW(sMsg, stringToLPCWSTR("PickUp %dGold"), D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, 0) - INVENTORY_GOLD);
7 J/ y; n3 d/ RD2CLIENT_PrintPartyString(sMsg, GREEN);. M1 l+ B# g0 ^9 r ~
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if ((INVENTORY_GOLD + QUANTITY_GOLD) > GOLD_LIMIT)
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wchar_t sMsg[512];, I% P$ I u; e! C+ [7 Q% Z- ~
wsprintfW(sMsg, stringToLPCWSTR("Gold Limit!"));# h& ]) ^" N2 f
D2CLIENT_PrintPartyString(sMsg, GREEN);
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}
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D2Patch.h£º, G5 V5 `( d9 K2 F7 Z
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* a0 D9 U" z4 I( v) w4 a9 wPatchÄÚÈÝ£º$ k1 X5 O7 ]7 B3 {# f
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6 S( m) N2 w; x" }. W8 h//½ð±ÒPatchλÖãºD2Game
, s$ e% x, ^/ D% k7 F{D2DLL_D2GAME, 0x79A28, (DWORD)MoveTbl, FALSE, 0x00},9 F c3 V; p# N
{D2DLL_D2GAME, 0x79A43, (DWORD)MoveTbl, FALSE, 0x00},6 f8 O" V: q* W
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