|
×ªÔØ£ºhttps://tieba.baidu.com/p/66647054350 I5 U7 Q# h9 N4 o' b
) `( U! e0 ~! W, ]3 u: G6 C; K( N4 M6 ]
D2Vars.h£º
[5 a# G& c8 y/ W, a" w! H. d8 K' Z1 F" ~) c. o
+ y. f6 M5 S/ n. g5 f2 N$ {
) B7 l7 \5 a1 S+ h) q# |+ \# O( X, r
//ÒÆ¶¯º¯ÊýµØÖ·Áбí% l B6 ~ B5 K0 s
#define MOVE_MAX_SIZE0x000000508 X s C4 ?* y
0 C8 Y- U/ }- x# h- T! x4 T% C$ X: t$ x/ W; \- D
" c- G( [3 x4 a2 f" ?/ @- @
: W0 `7 L( L2 A# L1 PÈ«¾Ö±äÁ¿£º' z2 H# E' y. V/ i2 c" d* c
VAR(D2CharMoveTableStrc, MoveTbl[MOVE_MAX_SIZE])
0 F9 E, y2 l. x2 _+ ?- V1 U8 ]$ l* b# C
3 y# C8 l. i7 v( U1 V4 h) e
D2Ptrs.h£º( |+ |) B: S( P. v5 @, T5 l% K
. x/ o- R/ Y2 O; k
' x! o2 _0 M. h* H6 s, g0 m# h
0 @8 \$ W( \. c4 D. [) u" ?
6 H2 O5 R' v3 S" U4 G( K8 X3 eËùÓõ½µÄËùÓк¯ÊýµØÖ·£º
8 X4 S( H3 r- X- I: a
6 m& F* k O3 u' A6 [; m& A6 U/ M! b# Q k( ]
. C2 n8 H- M2 M9 a# {) H0 S: V
' ^ K( x6 U; ?; E+ @! W9 ` R
#define D2GAME_PickUpGold(pGame, pPlayer, pItem)D2GAME_PickUpGold_Stub(pGame, pPlayer, pItem)- ] s0 _$ _0 v/ A6 O3 A9 r
0 K& H# n) D* i1 G
0 d6 ]- B; ?) I2 ]$ X6 B6 B, B/ s/ I8 y$ v% p6 L
; K0 r: r7 v" S6 f; n) _8 |; h( w
ASMPTR(D2GAME, PickUpGold_I, 0xD6C80)0 j% w8 n" m6 z8 }3 |, D9 e
G6 b$ M$ T+ q# G# A7 d0 ]# ~
2 P0 T' v; M: T& E& I
+ T+ z% M( j& C2 g2 `8 o+ l! q3 B& d3 R* Z' L$ {( O
FUNCPTR(D2GAME, CharMove, BOOL, __fastcall, (Game* pGame, UnitAny* pPlayer, int, int), 0x79B90)+ K, P2 `' [. }7 e$ t$ w9 Q
4 t$ O5 |: R1 b0 Y* T
0 g7 `$ L! D r( q
/ ~+ w7 U6 t# ?) ?3 P1 ~" \& u w- \& n; S5 `
FUNCPTR(D2COMMON, GetRoomFromUnit, DRLGRoom*, __stdcall, (UnitAny * ptUnit), 0x2FE10)' f$ a. x( y/ a$ _
FUNCPTR(D2COMMON, GetLevelNoFromRoom, BOOL, __stdcall, (DRLGRoom* pRoom), 0x3C000); c2 m. x. Q. e' ~5 ]
FUNCPTR(D2COMMON, IsTownByLevelNo, BOOL, __stdcall, (DWORD dwLevelNo), 0x3B230)# J6 v& S5 v2 X* `1 l2 E
FUNCPTR(D2COMMON, GetUnitState, int, __stdcall, (UnitAny *pUnit, DWORD dwStateNo), 0x33CD0)
2 i1 W# W5 m, M6 J1 bFUNCPTR(D2COMMON, GetUnitStat, long, __stdcall, (UnitAny* pUnit, DWORD dwStat, DWORD nLayer), 0x38B70)
) v$ z+ }9 A( mFUNCPTR(D2COMMON, GetBeltGoldLimit, unsigned int, __stdcall, (UnitAny* pUnit), 0x31940)
4 B9 ?9 g; D# i( l" _% ^ s( R- fFUNCPTR(D2COMMON, GetItemText, ItemTxt *, __stdcall, (DWORD dwItemNo), 0x719A0)
) @- {( l) c1 y7 I) Y3 JFUNCPTR(D2COMMON, GetDistance, int, __stdcall, (int pPlayerCoordsnX, int pPlayerCoordsnY, int pItemCoordsnX, int pItemCoordsnY), 0xD180)
4 K4 G1 `4 R, y1 I7 ?
+ p7 P0 L4 g! U0 T' x( m0 _2 d9 Z2 v( F3 {# T
B3 s* m8 \# i8 C' ^" Q1 C- V
4 i/ `4 P* S) [4 r6 ?& z5 ?FUNCPTR(D2CLIENT, PrintPartyString, void, __stdcall, (wchar_t *wMessage, int nColor), 0x7D610)& K) n/ B; S6 L3 Y0 G5 S6 ~
$ o+ C+ M0 e& G0 T! Q
! M9 M: C9 F" e0 {& K/ \7 UD2Structs.h£º/ ^" `; P7 \; D c- Q* ]
1 I* T; c! d" f; k/ P5 J0 n H2 @ t, K1 h" H
" k5 ~! L3 j: f. Z$ y! x; \: C% e* y0 p3 T0 @
typedef int(__fastcall *D2CharMove_t)(Game*, UnitAny*, int , int);
8 G+ I2 ^. h- G% k& M# a2 t+ G3 v) d: K _3 G
: ~2 |8 R% k- ]1 a. t- ~) G, ?$ D5 g! p4 v
" ]. I3 S* z* ]
struct D2CharMoveTableStrc: u6 |' X- `& B9 v7 Y- u/ H
{
/ z o) w! P+ OD2CharMove_t GameFunc;
$ w! d8 S \; H0 [0 V};3 v+ Y5 ~# _& A7 k8 T- w: d. F
! O/ W ?8 i; J/ \. B9 y$ _0 u: M' K- B+ N$ J0 \
/ ], h9 K0 A! P; g, m6 @4 L: G% a
/ K* i6 L3 I4 q7 Q* }" r
D2Stubs.h£º
" u# V& p( h9 E5 \7 o
8 ?& V5 l4 }2 H) ~$ \, K9 c" m$ |# j! u. `+ j
7 l" w0 K5 E9 w& }
: \1 z+ |, j5 V5 [void __fastcall D2GAME_PickUpGold_Stub(Game* pGame, UnitAny* pPlayer, UnitAny* pItem);: W! L3 ^$ x8 G* _3 k, f
; C+ g" w# k3 R/ j. c+ [9 u
) A) V J0 ^+ h8 y" x2 B" _
D2Stubs.cpp£º
* i# l0 J' A5 A( G4 A. ~$ c2 u( B4 o6 V5 s a8 q) y! R
% k# {2 d1 s+ ?4 N( g1 L) }- ]
" u% `2 Z# Q$ Z3 J1 Z' _- V {6 U/ q$ S
__declspec (naked) void __fastcall D2GAME_PickUpGold_Stub(Game *pGame, UnitAny* pPlayer, UnitAny* pItem)
& a. a! g% Q1 x) y5 l; C5 L! [{( A6 C) b6 c; o8 P/ I
__asm* M* q4 S5 G: p: e
{4 P: U9 a2 U' l) k5 |5 g2 e
push esi
: x) |2 V* ]. G$ l' o$ G; ?push [esp + 8]2 e, u' Q- E5 D6 k! P
push ecx
3 U+ q3 {8 |. n6 ]. ~6 c. p. wmov esi,edx7 a9 Y( }9 U2 I3 `
call D2GAME_PickUpGold_I8 @# p1 F7 r( T5 i2 n$ |8 S
pop esi
/ | [ h, V1 z7 v3 V/ w7 T8 e$ f# Pretn 0x04/ l, \, s8 A/ z
}' r) U- R8 X8 p5 [0 k) k
}
& p5 F3 }+ X8 p0 q! y- s8 [, p1 Z! J4 j/ O
, W7 W8 \% f p, C0 [. i2 W3 P+ {9 F4 D; ^* r
6 p" E6 L& v- A( fPickUpGold.h£º. H) a W# Q. G5 W
) ]5 W Y& g5 x- U
9 k6 ?, @! w& z7 G
( c. p2 m' J" B8 p
9 i) H" _, V5 B; `BOOL __fastcall Move_Init();
$ u0 ]: ^ B, n& u7 U
r" C( P5 p5 s2 P5 A
; ]& l/ s+ h9 C1 f y" b1 ?
6 _6 F0 Z3 W- N8 C, ~& a' p
- f8 p# L' G" D+ J7 \BOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);! g: c4 E$ ?- U5 t |3 `. b, y1 m
. [# J0 J9 ^& Y
0 t* R' k" f5 m# p6 a! i u- P
2 E; x$ `$ H& ?- t; T% u9 w, P3 D0 r2 l7 a0 V
BOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);2 h5 c9 w( U- R9 S( n' N
7 b: F& }7 r, ?! n. ]3 l9 e( B3 O8 T" w3 }0 {2 O0 ]
" L x) {% }: P& M% J5 N s6 G: I' N
void __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer);2 V( r/ l3 Y# k+ W
7 Y4 l) z+ _- |5 z& ]! m% B4 _! @% v5 l7 _, W
2 D: S/ {. h# `6 V
! E. U4 g3 d- D- i" r& N$ O y
- f) @% s8 x4 A$ }9 i8 _& \: m+ x5 y- y1 ]8 f$ a3 Q. F5 T
PickUpGold.cpp£º' U* ?" }+ o" R G O" h* R
t. u1 {/ C+ M4 W5 C0 z
& t; Z( t) [' K5 I, {& L- L6 `! R/ T V& q. E
! I' f$ g/ R0 D
#define REVERSE16( w ) ( ( (w & 0xFF00) >> 8 ) | ( (w & 0x00FF) << 8 ) )8 _- ~* v3 h3 q0 |- t
#define REVERSE32( dw ) ( ( (dw & 0xFF000000) >> 24 ) | ( (dw & 0x00FF0000) >> 8 ) | ( (dw & 0x0000FF00) << 8 ) | ( (dw & 0x000000FF) << 24 ) )1 v% |" {+ _# ^6 Z {" f/ c5 q
#define CODE32( sz ) REVERSE32( ( ( const unsigned long )( sz ) ) )% E/ `0 J; P/ w
#define CODE16( sz ) REVERSE16( ( ( const unsigned short)( sz ) ) )
$ E( y: W/ B/ c3 _1 i* V9 b9 _3 p( W3 w# ^/ w
2 Q2 [0 I: x: m) ]0 k2 B2 ?9 n2 |
" ~2 F& W& [1 F
. P2 A1 K5 R6 @: m' n9 KLPCWSTR stringToLPCWSTR(std::string orig)$ i: U( j; f/ j
{+ s8 O, h% {: p$ Q, A% M
size_t origsize = orig.length() + 1;
! u# }, T( P$ yconst size_t newsize = 100;2 \' n% d4 c4 o, z4 q, N/ A
size_t convertedChars = 0;, Y0 h5 V& ^' }2 e3 [) w% ^3 Q
wchar_t *wcstring = (wchar_t *) malloc(sizeof(wchar_t) *(orig.length() - 1));- a; f7 Q* C8 I
mbstowcs_s(&convertedChars, wcstring, origsize, orig.c_str(), _TRUNCATE);$ Z* n: N4 U ~) d7 t* W( j
return wcstring;
$ {" c. t; ~# z* ?$ ?; J/ j}# p+ ] V& W- z: b5 N
, J9 m q% m' a3 `* G5 U$ B1 V7 O9 `
% Q" a& t: ~' M2 a9 e( Q( E9 m- C3 D) _% Y3 n
) V. B- y/ ~8 F. q
BOOL __fastcall Move_Init(). D& J' [6 f( \: Q
{" E$ x4 t# j& X$ e7 y6 R
std::copy(D2GAME_MoveTable, D2GAME_MoveTable + 19, MoveTbl);
) s8 j7 C ?0 S$ \6 D* E0 p8 _- [# j: C$ P- N1 V1 l" a
8 r! |: i3 b e+ D; _( x
2 U8 e! B, R, Q+ G) N! E2 w+ [& J; w% y" C# c* s3 e% P
MoveTbl[2].GameFunc = &CheckIfMove;1 z, L% X1 H; \* z4 ^
MoveTbl[3].GameFunc = &CheckIfMove;: f; D. k5 N% q5 n+ N) J1 U4 a1 I
MoveTbl[6].GameFunc = &CheckIfMove;5 h3 \9 b! X5 E2 X8 f0 e/ b" i& L( e
MoveTbl[19].GameFunc = &CheckIfMove;7 Y8 K) W% w; S* b
- P0 M9 Y- C5 b% Q+ B+ _$ b
" o* e' ]! W' x
$ O% V9 n+ j! E' m, f
7 x1 k7 M: s3 E0 o5 xMoveTbl[0].GameFunc = &MovEax1;
5 {6 I% m! c7 BMoveTbl[1].GameFunc = &MovEax1;
) `6 T+ c2 U) b5 L" d- x2 P( oMoveTbl[4].GameFunc = &MovEax1;
: J* \, p. q/ t. z, K0 A3 YMoveTbl[5].GameFunc = &MovEax1;! Y7 X3 K6 m& H" H# S
MoveTbl[9].GameFunc = &MovEax1;
5 `# N# G8 U8 \' VMoveTbl[17].GameFunc = &MovEax1;/ V7 q" e% f0 V) @; S9 {, x% u
* n) Q/ t, y% Y* d: t0 r, f
+ d; _* t7 l; z
1 `9 x* ?' g3 s! k
" {: Y \( E. g. B( nreturn TRUE;, [# N. x% m$ S, o
}
8 F) u: M0 h2 z5 w3 Z6 L
I1 _2 [) q Q0 n4 x, q( G$ ~; \- M) e# t$ u* h7 C b: d9 A
) W, w& W3 H/ H* \
' I1 w! H8 ]1 x5 d5 N
BOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)
# J7 R3 ^* I9 [6 I1 v* v{3 T x$ v m. f6 P$ o5 z2 C
; b0 X2 C+ A' O* g3 h4 j3 T; o6 [% ~ I
8 [, {4 H3 S* F2 w. |
* w8 j3 a+ t9 A8 }if (!pGame || !pPlayer)1 U3 j L4 o( |
return FALSE;: p& y+ B( V% t1 D7 b$ H' ]
* [" w( v) g' W8 C& ^( d7 z3 L6 [* s
7 \: A ?0 E( w# _' o& ^
+ c2 F( z- T, `" w/ U F: P, d j5 ]6 U6 ]0 Q+ _
BOOL AlreadyMove = D2GAME_CharMove(pGame, pPlayer, uknown1, uknown2);
, [# \9 w, j; fBOOL Move = AlreadyMove;
+ x1 ]( ^( v+ Q/ i3 \
5 v" E% v5 G7 j5 q' c" b" Z6 r4 S, Y1 Y% o! V6 [- A; \5 S
; R! S: a) @# g& A* s& t
/ W, M2 J7 x( N7 Q- f
if (!AlreadyMove)$ _% Q$ J! p% e: G0 ]- T) L. P
Move = FALSE;3 h) ?3 H! y r3 Z) ]
0 e/ _; f; Y3 ^0 n; W! a3 K
: F9 K1 W) x/ I
# n5 x2 o5 y9 p
3 S- |+ b" c0 f/ V! I- rGOLDPICKUP_PickupInRangeGold(pGame, pPlayer);
$ k/ q& |( O# j) T
1 }1 B# P, o% T7 p5 G/ J/ J
0 r1 E2 Y$ K5 W" V
- ~) Y3 Z" w9 E: B8 ]5 V% }0 n
, d/ L% i! Y) a3 F, F$ vreturn Move;, s. U8 F; k" b( O' b5 L
4 l' g- Y) V* M9 `9 v$ K! u; r( l, T
1 p+ \3 k5 B- E* c3 E! V8 {8 A/ [
}# Y7 f5 o% s1 Y) _" D, `
# l L9 L0 E$ \8 U5 n. r0 x) H
5 ]2 H `' y- e- d8 p3 z
7 h3 ~5 Q% J& h: V' M/ w" @ c8 @0 W) T U, @, j5 c, {" P
BOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)7 h- Y; g: A% v8 B' q4 [
{
5 o. q! d" i0 t. | e" S+ j. q( greturn TRUE;
( T/ }. S# Q# j, i, r C7 l}
% L" ^* E9 M. m+ o; e5 V* H) S5 k$ G% `8 E8 r/ ]* z
+ t3 _! s1 |& J# j0 d
2 e X& }* A1 J; T9 h" s5 N6 W! t: b- J+ F4 `8 Z
void __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer)( a& i" y) ^! B
{& E- r6 y8 ~$ C5 K. m
9 K" L5 O3 A+ Z1 B3 o( Q! v: g) l
9 q0 A4 B# Q9 c z; R4 R5 h7 c6 q
6 f# u& w) L2 U/ n- U/ X0 X2 V- x, O! E
if (!pGame || !pPlayer || pPlayer->dwType != UNIT_PLAYER), |* _9 s6 F& Q& \/ [- c0 w
return;
0 A, e# q. u6 \7 z% A9 _
7 N! p/ O7 {9 y" v- e* ~5 W, V! v9 A' E! [6 r
& M) c" N" y# ?/ K, ?/ u6 y2 N
* @/ k* \( J3 m) R2 ODRLGRoom* pRoom = D2COMMON_GetRoomFromUnit(pPlayer);7 N q5 C0 ^8 J; r
if (!pRoom) return;
3 |# c$ u( E0 |4 ?1 G/ W4 n# |2 k+ {1 a2 c" v
0 g! W5 J, R) k7 ~' H
3 N: _5 h3 b# u
+ _! k& }& |3 j, e/ Jint alvl = D2COMMON_GetLevelNoFromRoom(pRoom);( m: R- Z+ c( E5 z& B6 G2 d# ]8 ]: q
BOOL isTown = D2COMMON_IsTownByLevelNo(alvl);
) N7 @- Y, o, ^# Xif (isTown)) ?! p& z( ^2 i: B7 W
return;
+ [+ ]2 d8 {: x! ~5 ^
& \5 l& P/ {' t: R7 q% H* k' ~8 Q$ W: D( S' \8 Q
( R ~8 x/ s- H7 y, n7 e/ ]6 h
4 I, Z; O& p% d) ~; S$ g9 M5 }
if (pPlayer->CurrentAnim == PLAYER_MODE_DEATH)+ a: y$ m0 ?# _: T
return;1 N2 q) [) J# d. k8 T2 m
; L, H5 F0 |, {) m( L9 T* u5 P* l
) g7 F6 F4 g' U0 P0 `# q
4 n) V1 `. U- [. s. u5 w3 T) y9 P
if (D2COMMON_GetUnitState(pPlayer, STATE_UNINTERRUPTABLE))% b% ^; F. [, h5 z. q @
return;9 g, ?' c$ J4 `' K' q
a5 d! f: U( H) p+ ^, N- U; `" n( Y p( E
' M0 x3 Q1 |$ b0 [5 R" F4 Q# G; G* b; }$ i* r- ?: `$ E$ h7 O" q
for (UnitAny* pUnit = pRoom->pUnitFirst; pUnit; pUnit = pUnit->pListNext)
- Z! H1 U; g2 s- X& H! j{
$ k# V( R0 x( _4 [8 I$ kint INVENTORY_GOLD = D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, NULL);
' E# [4 x6 K% N( u3 e% j; @int QUANTITY_GOLD = D2COMMON_GetUnitStat(pUnit, STATS_GOLD, NULL);
& Y+ h! Q% U# Tint GOLD_LIMIT = D2COMMON_GetBeltGoldLimit(pPlayer);2 P, D3 {4 J/ x& P9 W8 s7 s' F4 ]
) K3 `5 ]0 y- d, K
( L; L; Z7 J6 }: k7 z2 o1 M
3 Y/ O* q; y# N: W5 P# c, C+ a1 J0 _4 K$ F! ~! o* }* s8 f9 |( p) o
if (pUnit->dwType != UNIT_ITEM)
8 U3 s2 q/ _+ p @; D8 k/ ]2 Y' P( scontinue;3 k8 Z, l( |( u
- Y' L5 d, I3 E% ~& Q4 h
# [' G; z7 ~6 b+ y5 G- R" I E# \; e! z$ ^3 e2 w8 `
$ K5 Y& F9 L$ u" w
ItemTxt* pItemRecord = D2COMMON_GetItemText(pUnit->dwTxtFileNo);
( C$ W) e% o3 k* ^6 o. `if (!pItemRecord) continue;' k, F* w) l( A1 J9 r# a* @' E# h
* N3 z* U; V/ D5 v; L d
$ s* \4 a! Z/ G+ K* t3 P" A: }& z
, s G# A' M U; C3 q/ ~* N* u' M
if (pItemRecord->dwCode != CODE32('gld '))2 E6 d# \' D. B' N* ~# k# n
continue;
! a7 y' S* f: T; B& G* x# N2 J2 u4 r+ x, G
4 W3 e G' l* Z4 a% O, n7 |( q" c E0 \3 q
3 l6 R+ t1 r: k6 ]" i# h! ?# q
DRLGCoord pItemCoords = {};
0 ^! Q0 H" C, vDRLGCoord pPlayerCoords = {};
9 q/ U: X& S& K4 G" |
4 f: W0 m. I# g$ U( n$ p' d, H, X, A2 R2 f, V+ Z) Z- f! P
0 r0 S% ` A+ L9 i
; |) e# V# F1 c* ~$ g& C) A8 \if (D2COMMON_GetDistance(pPlayerCoords.nX, pPlayerCoords.nY, pItemCoords.nX, pItemCoords.nY) > 12)
1 p7 b) I( c. k1 a8 y7 u8 [. \continue;
; ~/ P- c: v5 t) T' R5 c5 ~& R1 j8 l8 o7 F- z6 P
2 o+ Q4 }# ]& x1 p% C
- K8 [$ C: R# D8 k7 F/ W
$ D3 V7 S Z! c* ^! zif ((INVENTORY_GOLD + QUANTITY_GOLD) <= GOLD_LIMIT)$ Y& D) {0 r0 h( `
{
. J2 z7 C, _9 P: x. z4 {0 Z( [D2GAME_PickUpGold(pGame, pPlayer, pUnit);/ ~9 t. E1 C3 H& ^9 k$ t( |
0 W; s* B+ T% R ?8 q8 u
7 J+ U3 d$ g" {8 N; {# R% {wchar_t sMsg[512];7 t. n5 a7 h3 ?- o
wsprintfW(sMsg, stringToLPCWSTR("PickUp %dGold"), D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, 0) - INVENTORY_GOLD);
! k3 P) V* }9 T8 e0 nD2CLIENT_PrintPartyString(sMsg, GREEN);
* F: w9 J- y- {+ g8 e1 h0 }
" Q Y0 O; k$ V f* y; ?+ L" B A' f* I0 {" C0 m- U* o' {
/ f6 ] \7 i, R
9 k; B) W; }9 ~* A" F# s# H
}2 l* J! S( G4 F
- Z% f1 M+ [* ?1 S% q
) }. n$ s0 K; Y2 X8 v
7 c6 b6 A! |: c
2 P( j+ f+ i. ]9 b% }if ((INVENTORY_GOLD + QUANTITY_GOLD) > GOLD_LIMIT)
) A& {, s7 U# R$ @7 @" P6 [{
+ d1 v& s0 {2 _) X$ n# G6 uwchar_t sMsg[512];- |5 B9 o; i* G) U+ V. t' E
wsprintfW(sMsg, stringToLPCWSTR("Gold Limit!"));
7 h4 q% _/ N! _0 C0 }# hD2CLIENT_PrintPartyString(sMsg, GREEN);3 S; d$ j: f- w3 _
}
& a! b u9 x0 N/ W1 n}
( Z$ C, A6 |1 n. {}
6 x% q8 h, O% s' D! v! w6 W4 w9 C' L' v
! ~& r3 L( j% N
' z5 [) W, i: E6 ^) e D7 @ V' w6 a' c8 Z3 [4 @4 w" q& W
7 E0 d5 w* e7 h* x
/ G/ x4 A/ _2 F. {2 uD2Patch.h£º# X+ z2 }; W8 A
0 r# c& Q' Z7 {- d: X0 }- l9 x6 w
' T9 N9 |( b& ^" _2 a
3 C2 m& Z9 d% j
$ b: t z6 Z- |8 ?1 E" w4 n8 J
PatchÄÚÈÝ£º8 k) j: e, }, K+ p: z. A7 ~9 `+ c
& X9 W1 n' [' h8 w7 v# X
7 N( d4 H3 r4 a$ S0 f7 {6 I7 M7 N, |/ w. U' C1 k
4 X2 R7 q; r) I b3 [
//½ð±ÒPatchλÖãºD2Game
0 m( s' M7 n: v7 ^" }{D2DLL_D2GAME, 0x79A28, (DWORD)MoveTbl, FALSE, 0x00},
: x6 Z& y3 P! p1 |{D2DLL_D2GAME, 0x79A43, (DWORD)MoveTbl, FALSE, 0x00},% `2 n" X$ @8 G0 i+ x) E5 i; {
( Y: w, R$ E6 m- J* }" N
% n, {0 u8 t' l |
|