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תÔØ£ºhttps://tieba.baidu.com/p/6664705435( z$ V0 Q2 \; |+ e2 C
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* y/ i* ^- u# w( n, U; p; H" q#define MOVE_MAX_SIZE0x000000505 R& T4 Z! b+ X _- |9 M
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VAR(D2CharMoveTableStrc, MoveTbl[MOVE_MAX_SIZE])
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D2Ptrs.h£º
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% ~+ K1 F" X! {#define D2GAME_PickUpGold(pGame, pPlayer, pItem)D2GAME_PickUpGold_Stub(pGame, pPlayer, pItem)
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* p9 T, N' z3 M" v1 ^. n& WASMPTR(D2GAME, PickUpGold_I, 0xD6C80)5 y& `! w x* _! W/ t" w* p
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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)
$ M% I/ s+ I! U/ n& s/ l9 @; C+ mFUNCPTR(D2COMMON, GetLevelNoFromRoom, BOOL, __stdcall, (DRLGRoom* pRoom), 0x3C000)
& i. [% Q3 f/ P7 F+ G, ]* fFUNCPTR(D2COMMON, IsTownByLevelNo, BOOL, __stdcall, (DWORD dwLevelNo), 0x3B230)
' I/ c" u& L ?1 x3 jFUNCPTR(D2COMMON, GetUnitState, int, __stdcall, (UnitAny *pUnit, DWORD dwStateNo), 0x33CD0)
% j7 B' {* Z6 F. ^$ XFUNCPTR(D2COMMON, GetUnitStat, long, __stdcall, (UnitAny* pUnit, DWORD dwStat, DWORD nLayer), 0x38B70)
3 ~( P: T0 P* ?; F* ^7 X+ I6 UFUNCPTR(D2COMMON, GetBeltGoldLimit, unsigned int, __stdcall, (UnitAny* pUnit), 0x31940). g, A& G7 E! @. l$ n* W' r! {
FUNCPTR(D2COMMON, GetItemText, ItemTxt *, __stdcall, (DWORD dwItemNo), 0x719A0)
9 j6 b5 d7 s( R( \1 X( KFUNCPTR(D2COMMON, GetDistance, int, __stdcall, (int pPlayerCoordsnX, int pPlayerCoordsnY, int pItemCoordsnX, int pItemCoordsnY), 0xD180)
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& O' k7 O% r0 m# U0 S, a9 {FUNCPTR(D2CLIENT, PrintPartyString, void, __stdcall, (wchar_t *wMessage, int nColor), 0x7D610)6 Y) z6 w4 u9 j: I6 w' O) e/ |
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D2Structs.h£º, j4 j6 i4 ?) w* F }0 c
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* l1 v% x. F: ~typedef int(__fastcall *D2CharMove_t)(Game*, UnitAny*, int , int);
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% D \7 n$ x; U6 |3 kstruct D2CharMoveTableStrc
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( Z% j% p9 q ~! `& eD2CharMove_t GameFunc;
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D2Stubs.h£º( D. j) |. r0 m: x- l: R V* J
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$ m& N6 C; A4 V3 l. H; K i. H9 o6 Bvoid __fastcall D2GAME_PickUpGold_Stub(Game* pGame, UnitAny* pPlayer, UnitAny* pItem);
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__declspec (naked) void __fastcall D2GAME_PickUpGold_Stub(Game *pGame, UnitAny* pPlayer, UnitAny* pItem)
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__asm7 ~/ v8 a, M: l' | u: V3 ?% F& }
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push esi
! O, k' n, {+ Y% X; `% Bpush [esp + 8]
. e- f9 z4 t- ?' p& Vpush ecx% ]4 i6 p* x$ A8 |5 w7 ?
mov esi,edx9 e! h9 i; j: K& x2 X; x& I' L
call D2GAME_PickUpGold_I
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PickUpGold.h£º1 [3 |' m0 p& c5 X* U
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BOOL __fastcall Move_Init();
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" j+ j! S; z" B; A- rBOOL __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);
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void __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer);' f: R4 Y2 ~/ V Q
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PickUpGold.cpp£º! a( A' K! C Q9 r1 K4 _/ _: o
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6 I8 h% k) e! a2 {#define REVERSE16( w ) ( ( (w & 0xFF00) >> 8 ) | ( (w & 0x00FF) << 8 ) )6 u/ x) C# b% E9 E, ~: u+ q
#define REVERSE32( dw ) ( ( (dw & 0xFF000000) >> 24 ) | ( (dw & 0x00FF0000) >> 8 ) | ( (dw & 0x0000FF00) << 8 ) | ( (dw & 0x000000FF) << 24 ) )
+ _& ?, C$ @8 u& K& \1 i#define CODE32( sz ) REVERSE32( ( ( const unsigned long )( sz ) ) ). ^ _6 l3 G9 |& p+ T
#define CODE16( sz ) REVERSE16( ( ( const unsigned short)( sz ) ) )
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; H3 a& B2 t# `, ~6 i0 b0 ILPCWSTR stringToLPCWSTR(std::string orig)4 d" B X, f" B3 B4 w
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size_t origsize = orig.length() + 1;
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size_t convertedChars = 0;
8 Z3 Y4 t. d) m" X( Q4 t7 Mwchar_t *wcstring = (wchar_t *) malloc(sizeof(wchar_t) *(orig.length() - 1));
/ g5 d' N, C0 | Imbstowcs_s(&convertedChars, wcstring, origsize, orig.c_str(), _TRUNCATE);4 I% R1 y' a- N$ B( a$ r. ~
return wcstring;
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5 R6 j# Q+ L* V7 f9 A# l1 J* d+ h) mBOOL __fastcall Move_Init(), ]0 B7 ^7 \2 E9 }
{
# C8 v& \1 p! X" b! |% y7 jstd::copy(D2GAME_MoveTable, D2GAME_MoveTable + 19, MoveTbl);
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( g- s6 t4 D& c6 @MoveTbl[2].GameFunc = &CheckIfMove;, X) w/ e$ j2 y, `( Y+ t+ f- L
MoveTbl[3].GameFunc = &CheckIfMove;$ i! R$ }( r' D4 y- e& i" K
MoveTbl[6].GameFunc = &CheckIfMove;( }! Q9 x6 u" a, d$ u& G8 _2 S
MoveTbl[19].GameFunc = &CheckIfMove;
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MoveTbl[0].GameFunc = &MovEax1;+ J% X' w# L2 K* E+ C# s
MoveTbl[1].GameFunc = &MovEax1;
- o; x. O: L9 C& L- \MoveTbl[4].GameFunc = &MovEax1;4 n; N- m0 O4 N1 J. r' m
MoveTbl[5].GameFunc = &MovEax1;
& {! z' o* N+ t! {7 p" @2 ^MoveTbl[9].GameFunc = &MovEax1;) b% D/ ?' `0 p5 w0 p
MoveTbl[17].GameFunc = &MovEax1;
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) S( [* Z' Q( Z6 O0 w- n! U8 Creturn TRUE;
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8 e- ^5 r- z4 L3 f* D8 {2 g$ RBOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)$ T1 E9 W3 L+ C, m0 F: Q
{
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if (!pGame || !pPlayer)
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) y4 ]1 k( x4 V& M3 FBOOL AlreadyMove = D2GAME_CharMove(pGame, pPlayer, uknown1, uknown2);
/ Y W/ I, g* z! fBOOL Move = AlreadyMove;
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; V2 y" r; b6 t1 a9 u% G) j% v% Uif (!AlreadyMove)% H/ G, p) ]( K
Move = FALSE;
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GOLDPICKUP_PickupInRangeGold(pGame, pPlayer);
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return Move;
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BOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)
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return TRUE;8 z y4 r/ V7 x e5 j
}
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( V2 [" C) ]5 H$ {! z* |! D$ ivoid __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer)' A9 L, r3 i {3 J! C3 V7 k
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if (!pGame || !pPlayer || pPlayer->dwType != UNIT_PLAYER)2 `- Z% m8 s4 @* U' C- [( b
return;
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; t, H/ R) d8 S: w9 eDRLGRoom* pRoom = D2COMMON_GetRoomFromUnit(pPlayer);- V/ L5 v. {2 y, f) G5 a4 x" ^
if (!pRoom) return;- c9 m' ~' m7 g; D3 U3 \6 Y4 x
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- Q; L% Q; k2 Nint alvl = D2COMMON_GetLevelNoFromRoom(pRoom);
" k9 f6 L: w L0 a: TBOOL isTown = D2COMMON_IsTownByLevelNo(alvl);
6 I6 W6 {) h& p4 ^3 v7 jif (isTown)0 m. I& }* U8 w7 t: B& B1 \
return;
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if (pPlayer->CurrentAnim == PLAYER_MODE_DEATH)7 K( W: [0 V6 u/ `9 @$ d
return;0 Q; k7 ^/ G" O( \1 g) v
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if (D2COMMON_GetUnitState(pPlayer, STATE_UNINTERRUPTABLE))9 d6 U+ Q4 B9 \( C* Y
return;
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for (UnitAny* pUnit = pRoom->pUnitFirst; pUnit; pUnit = pUnit->pListNext)( k6 n8 X. e/ m' k
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int INVENTORY_GOLD = D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, NULL);% J7 f, s: s# N1 U8 v# R6 t- F
int QUANTITY_GOLD = D2COMMON_GetUnitStat(pUnit, STATS_GOLD, NULL);& \/ U5 y" d: O+ L ^' a
int GOLD_LIMIT = D2COMMON_GetBeltGoldLimit(pPlayer);" k a0 H+ \' g, Y
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if (pUnit->dwType != UNIT_ITEM)/ {; o/ d: Y5 y! g
continue;
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! P) L+ E2 R4 |0 o& Z dItemTxt* pItemRecord = D2COMMON_GetItemText(pUnit->dwTxtFileNo);
7 g* \4 D; m) f- T5 m% R! |5 cif (!pItemRecord) continue;0 I: X6 l8 U: m' Y0 \$ A" w
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if (pItemRecord->dwCode != CODE32('gld ')) H/ I) B" {' v9 l5 X, X2 I. ~* C& k
continue;
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DRLGCoord pItemCoords = {};$ p0 K5 t4 C. b1 m# n9 r9 j
DRLGCoord pPlayerCoords = {};
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if (D2COMMON_GetDistance(pPlayerCoords.nX, pPlayerCoords.nY, pItemCoords.nX, pItemCoords.nY) > 12)
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+ y8 P4 @9 T+ n% U- N/ N! V$ Qif ((INVENTORY_GOLD + QUANTITY_GOLD) <= GOLD_LIMIT)2 x$ }! U B; P4 ~& |4 _
{
# d$ ?7 l0 U/ A9 Z2 o3 iD2GAME_PickUpGold(pGame, pPlayer, pUnit);
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( L# Q% [1 R% F; ? d4 Awchar_t sMsg[512];
7 J1 ~! V0 j3 QwsprintfW(sMsg, stringToLPCWSTR("PickUp %dGold"), D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, 0) - INVENTORY_GOLD);. l7 g; i$ ^. [4 Z% U0 m1 W- r
D2CLIENT_PrintPartyString(sMsg, GREEN);& c% q2 |6 O8 f- ?6 S
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' g2 Y' O7 \, gif ((INVENTORY_GOLD + QUANTITY_GOLD) > GOLD_LIMIT)
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wsprintfW(sMsg, stringToLPCWSTR("Gold Limit!"));/ z1 o, l9 u/ w
D2CLIENT_PrintPartyString(sMsg, GREEN);% ~/ X; ~& y1 o+ |, G' S! ]7 ~1 f& \
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PatchÄÚÈÝ£º1 b$ u: C* v/ I8 Y9 H
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! n# D% \3 `4 }5 ]: S" S//½ð±ÒPatchλÖãºD2Game
; i" e) B0 G2 E( B{D2DLL_D2GAME, 0x79A28, (DWORD)MoveTbl, FALSE, 0x00},' W9 v1 z, p. j- V0 H
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