?? effect.cpp
字號:
while( target!=NULL )
{
if( BoxAndDotCrash(lpChar->x - TILE_SIZE*tile,lpChar->y - TILE_SIZE*tile, TILE_SIZE*tile*2, TILE_SIZE*tile*2, target->x, target->y) )
return 1;
else target = target->lpNext;
}
return 0;
}
LPITEMGROUND ReturnMagicCheckedItem( bool range_Check, MAGICLIST* lpML, int x, int y, int fire_Height, int xl, int yl )
{
LPITEMGROUND item = (LPITEMGROUND)g_Item;
BOOL crash_Result=0;
while( item != NULL )
{
if(fire_Height > 32) //葷恩舊籃虐 臭撈焊促 臭籃 版快
return 0;
if( (item->attr[ IATTR_ATTR] & IA2_OPENED) || (item->attr[ IATTR_ATTR] & IA2_BROKEN) ) //撈固 凱府芭唱 冠混唱樂綽 版快
{
item = item->next;
continue;
}
if( item->spr[0] == NULL ) return 0;
/*
g_Item->server_id = i->server_id;
g_Item->no = i->no;
g_Item->sx = i->sx;
g_Item->sy = i->sy;
g_Item->offx = i->offx;
g_Item->offy = i->offy;
g_Item->x = i->x;
g_Item->y = i->y;
g_Item->mx = i->x / TILE_SIZE;
g_Item->my = i->y / TILE_SIZE;
g_Item->attr[0] = i->attr[0];
g_Item->attr[1] = i->attr[1];
g_Item->attr[2] = i->attr[2];
g_Item->attr[3] = i->attr[3];
g_Item->attr[4] = i->attr[4];
g_Item->attr[5] = i->attr[5];
*/
///////////////////////// Item狼 輛/染綿 辨撈 //////////////////////////////
int item_Spr_X = item->spr[0]->xl;
int item_Spr_Y = item->spr[0]->yl;
crash_Result=BoxAndBoxCrash( x, y, xl, yl, item->x-(item_Spr_X/2), item->y-(item_Spr_Y/2), item_Spr_X, item_Spr_Y);
if( crash_Result ) //面倒撈 老絹抄 版快
{
//Item box闌 眉農竅咯 俊聰皋撈記鱉瘤 謊妨拎具竅綽 版快(茄鍋 鷗拜寸茄 Item籃 肚促矯 鷗拜 寸竅瘤 臼霸)
if( /*range_Check==1 &&*/ !((item->attr[ IATTR_ATTR] & IA2_OPENED) || (item->attr[ IATTR_ATTR] & IA2_BROKEN)) )
{
if(lpML->lpChar_Own == Hero)
Send_CMD_ITEM_BOX_MAGIC_BREAK( (int)item->server_id );
return item;
}
//else return item;
}
item = item->next;
}
return 0;
}
void RecvCMD_SERVER_MAGICTRAP_EXPOSE( t_server_magictrap_expose *p)
{
LPCHARACTER target_Char = FindCharacter( &g_CharacterList, p->target_id );
if(target_Char == NULL ) return;
if(target_Char->type==SPRITETYPE_CHARACTER)
{
CharDoAni( target_Char, target_Char->direction, ACTION_ATTACKED);
}
else
{
CharDoAni( target_Char, target_Char->direction, MON1_ATTACKED);
}
switch( p->trap_Type )
{
case 0:
InsertMagic(target_Char, target_Char, EFFECT_TRAP_EXPOSE1, 0, p->x*TILE_SIZE, p->y*TILE_SIZE, p->x*TILE_SIZE, p->y*TILE_SIZE);
//InsertMagic(target_Char, target_Char, EFFECT_TRAP_EXPOSE1, 0, p->x*TILE_SIZE, p->y*TILE_SIZE, p->x*TILE_SIZE, p->y*TILE_SIZE);
//InsertMagic(target_Char, target_Char, EFFECT_TRAP_EXPOSE1, 0, p->x+1*TILE_SIZE, p->y+1*TILE_SIZE, p->x+1*TILE_SIZE, p->y+1*TILE_SIZE);
//InsertMagic(target_Char, target_Char, EFFECT_TRAP_EXPOSE1, 0, p->x+1*TILE_SIZE, p->y-1*TILE_SIZE, p->x+1*TILE_SIZE, p->y-1*TILE_SIZE);
//InsertMagic(target_Char, target_Char, EFFECT_TRAP_EXPOSE1, 0, p->x-1*TILE_SIZE, p->y+1*TILE_SIZE, p->x-1*TILE_SIZE, p->y+1*TILE_SIZE);
break;
case 1:
InsertMagic(target_Char, target_Char, EFFECT_TRAP_EXPOSE2, 0, p->x*TILE_SIZE, p->y*TILE_SIZE, p->x*TILE_SIZE, p->y*TILE_SIZE);
//InsertMagic(target_Char, target_Char, EFFECT_TRAP_EXPOSE2, 0, p->x*TILE_SIZE, p->y*TILE_SIZE, p->x*TILE_SIZE, p->y*TILE_SIZE);
//InsertMagic(target_Char, target_Char, EFFECT_TRAP_EXPOSE2, 0, p->x*TILE_SIZE, p->y+1*TILE_SIZE, p->x*TILE_SIZE, p->y+1*TILE_SIZE);
//InsertMagic(target_Char, target_Char, EFFECT_TRAP_EXPOSE2, 0, p->x-1*TILE_SIZE, p->y*TILE_SIZE, p->x-1*TILE_SIZE, p->y*TILE_SIZE);
//InsertMagic(target_Char, target_Char, EFFECT_TRAP_EXPOSE2, 0, p->x+1*TILE_SIZE, p->y*TILE_SIZE, p->x+1*TILE_SIZE, p->y*TILE_SIZE);
break;
case 2:
InsertMagic(target_Char, target_Char, EFFECT_TRAP_EXPOSE3, 0, p->x*TILE_SIZE, p->y*TILE_SIZE, p->x*TILE_SIZE, p->y*TILE_SIZE);
//InsertMagic(target_Char, target_Char, EFFECT_TRAP_EXPOSE3, 0, p->x*TILE_SIZE, p->y-1*TILE_SIZE, p->x*TILE_SIZE, p->y-1*TILE_SIZE);
//InsertMagic(target_Char, target_Char, EFFECT_TRAP_EXPOSE3, 0, p->x+1*TILE_SIZE, p->y-1*TILE_SIZE, p->x+1*TILE_SIZE, p->y-1*TILE_SIZE);
//InsertMagic(target_Char, target_Char, EFFECT_TRAP_EXPOSE3, 0, p->x-1*TILE_SIZE, p->y*TILE_SIZE, p->x-1*TILE_SIZE, p->y*TILE_SIZE);
//InsertMagic(target_Char, target_Char, EFFECT_TRAP_EXPOSE3, 0, p->x+1*TILE_SIZE, p->y*TILE_SIZE, p->x+1*TILE_SIZE, p->y*TILE_SIZE);
//InsertMagic(target_Char, target_Char, EFFECT_TRAP_EXPOSE3, 0, p->x-1*TILE_SIZE, p->y+1*TILE_SIZE, p->x-1*TILE_SIZE, p->y+1*TILE_SIZE);
//InsertMagic(target_Char, target_Char, EFFECT_TRAP_EXPOSE3, 0, p->x*TILE_SIZE, p->y+1*TILE_SIZE, p->x*TILE_SIZE, p->y+1*TILE_SIZE);
//InsertMagic(target_Char, target_Char, EFFECT_TRAP_EXPOSE3, 0, p->x+1*TILE_SIZE, p->y+1*TILE_SIZE, p->x+1*TILE_SIZE, p->y+1*TILE_SIZE);
break;
}
}
void RecvCMD_SERVER_MAGICAL_DETECT( t_server_magical_detect *p)
{
//LPCHARACTER target_Char = FindCharacter( &g_CharacterList, p->target_id );
//if(target_Char == NULL ) return;
switch( p->type )
{
case 1: //付過 飄乏牢 版快
InsertMagic(Hero, Hero, 121, 0, p->tile_X*32, p->tile_Y*32, 0, 0);
break;
case 2: //付過 拱眉 棺 扁鷗 付過 瓤仿眉
InsertMagic(Hero, Hero, 128, 0, p->tile_X*32, p->tile_Y*32, 0, 0);
break;
}
}
///////////////// 0201 撈 痹繞 ////////////////////////
// 努扼撈攫飄狼 付過俊 狼茄 漂瀝 瓤苞 疙飛闌 罐綽 竊薦
void RecvCMD_SERVER_MAGICCOMMAND( t_server_magic_command *p)
{
switch(p->command)
{
case SET_LOSTSIGHT: //惑怕輛豐綽 努扼撈攫飄俊輯 魄竄竅咯 輛豐
{
// 竄瘤 敲飯弊 棺 矯埃父 悸潑竅絆 角力 楷免籃 map.cpp狼 MapBright竊薦俊輯 貿府
Hero->sight = 3;
Hero->lostSight = 31;//矯仿惑角 惑怕甫 悸潑竊
Hero->lostSightTime = p->sub_term+g_curr_time; //矯仿惑角 蠟瘤 矯埃(輯滾俊輯 舅妨柯 瀝薦屈 矯埃-檬)
break;
}
//////////////// 0809 lhs 眠啊 (涅膠飄儈 葷款靛) ////////////////
case CCD_START_QUEST: //涅膠飄 矯累儈 家府 15000
{
PlayListAutoSounds(50,0,0,0);
break;
}
case CCD_END_QUEST: //涅膠飄 輛豐 家府 15001
{
PlayListAutoSounds(51,0,0,0);
break;
}
case CCD_QUEST_SALUTE: //涅膠飄儈 綿器 15002
{
LPCHARACTER lpChar = ReturnCharacterPoint( p->sub_command );
InsertMagic( lpChar, lpChar, 374, 0, 0,0,0,0 );
break;
}
case CCD_QUEST_GETSKILL://扁賤裙墊 家府 15003
{
//PlayListAutoSounds(52,0,0,0); // 0910 YGI
break;
}
case CCD_QUEST_GETITEM: //酒袍裙墊 家府 15004
{
//PlayListAutoSounds(53,0,0,0); // 0910 YGI
break;
}
case CCD_QUEST_MONSTER: //閣膠磐 魔澇 家府 15005
{
PlayListAutoSounds(54,0,0,0);
break;
}
case CCD_START_QUEST_BBS://傍瘤葷親(急器) 家府 15006
{
PlayListAutoSounds(55,0,0,0);
break;
}
case CCD_END_QUEST_BBS: //傍瘤葷親(輛豐) 家府 15007
{
PlayListAutoSounds(56,0,0,0);
break;
}
case CCD_COMPLETE_QUEST://涅膠飄狼 輛豐甫 舅府綽 瓤苞 15008
{
LPCHARACTER lpChar = ReturnCharacterPoint( p->sub_command );
InsertMagic( lpChar, lpChar, 441, 0, 0,0,0,0 );
break;
}
case OPERATOR_PLAYSOUND_EVENT1: //青葷 矯累闌 舅府綽 綿啊
{
PlayListAutoSounds(62,0,0,0);
break;
}
case OPERATOR_PLAYSOUND_EVENT2: //冠薦家府
{
PlayListAutoSounds(65,0,0,0);
break;
}
case SET_CUREBLIEND: //矯具惑角 雀汗 貿府
{
Hero->sight = 10;
Hero->lostSight = 0;
Hero->lostSightTime = 0;
break;
}
case SET_INFORMATION:
{
LPCHARACTER dch = FindCharacter( &g_CharacterList, p->sub_command );
// 措惑磊狼 瀝焊甫 唱父撈 杭薦 樂霸 貿府
AddCurrentStatusMessage(90, 70, 255, "Level:%d / HP:%d / MP:%d / STR:%d / WIS:%d / INT_:%d", dch->_lev, dch->_Hp, dch->_Mp, dch->_str, dch->_Wis, dch->_Int);
break;
}
///////////////////////////////////////////////////////////////////////1010 KKH 官詫 何盒..////////////////////////////////////////////////////////
//////////////////// 0811 yjs 眠啊 ////////////////////////
case FIGHT_RESULT: //磊腳撈 菩茄 版快
{
LPCHARACTER dch = FindCharacter( &g_CharacterList, p->sub_command );
switch(p->sub_term)
{
case FIGHT_WIN:
AddCurrentStatusMessage(50, 255, 120, lan->OutputMessage(3,1), Hero->name, dch->name);//010215 lsw
// 0926 鉸府 撈棋飄
InsertMagic(Hero, Hero, 495, 0, 0,0,0,0);
InsertMagic(Hero, Hero, 494, 0, 0,0,0,0);
PlayListAutoSounds(51,0,0,0);
InsertMagic(dch, dch, 496, 0, 0,0,0,0);
Fight_Stone_End();
break;
case FIGHT_LOSE:
AddCurrentStatusMessage(255, 60, 80, lan->OutputMessage(3,2), Hero->name, dch->name);//010215 lsw
// 0926 菩硅 撈棋飄
//InsertMagic(Hero, Hero, 496, 0, 0,0,0,0);
InsertMagic(dch, dch, 495, 0, 0,0,0,0);
InsertMagic(dch, dch, 494, 0, 0,0,0,0);
PlayListAutoSounds(53,0,0,0);
InsertMagic(Hero, Hero, 496, 0, 0,0,0,0);
Fight_Stone_End();
break;
case FIGHT_DRAW:
AddCurrentStatusMessage(80, 50, 255, lan->OutputMessage(3,3), dch->name);//010215 lsw
Fight_Stone_End();
break;
case FIGHT_LOGOUT: // 010604 YGI
AddCurrentStatusMessage(50, 255, 120, lan->OutputMessage(3,4), Hero->name);//010215 lsw
// 0926 菩硅 撈棋飄
InsertMagic(Hero, Hero, 495, 0, 0,0,0,0);
InsertMagic(Hero, Hero, 494, 0, 0,0,0,0);
PlayListAutoSounds(51,0,0,0);
//InsertMagic(Hero, Hero, 496, 0, 0,0,0,0); // 惑措規撈 唱艾闌 版快
Fight_Stone_End();
break;
}
break;
}
///////////////////////////////////////////////////////////////////////1010 KKH 官詫 何盒.. 場////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
}
}
// 鑒埃 撈悼 付過闌 葷儈沁闌 錠 搬苞 貿府
void RecvCMD_MAGIC_POSITION( t_server_magic_position *p)
{
LPCHARACTER ch = FindCharacter(&g_CharacterList, p->idTarget);
if( ch == NULL ) return;
ch->moveFlag=0;
ch->pathcount=0;
CharDoAni(ch, ch->direction, ch->basicAction);
ch->gox = ch->x = p->nX*32;
ch->position.x = p->nX;
ch->goy = ch->y = p->nY*32;
ch->position.y = p->nY;
switch(p->nType)
{
case 1: //phasing
{
InsertMagic(ch,ch, 255, 9, 0, 0, ch->x, ch->y);
break;
}
case 2: //townportal
{
InsertMagic(ch,ch, 299, 9, 0, 0, ch->x, ch->y);
break;
}
case 3: //teleport - 撈悼茄 饒俊 促弗 付過闌 撈絹 嘛絹林剛 泛撈 吧啡闌 版快 呈公 詞瀾
{
InsertMagic(ch,ch, 409, 9, ch->x, ch->y, ch->x, ch->y);
break;
}
case 4: //Multiport
{
//InsertMagic(ch,ch, 255, 9, 0, 0, ch->x, ch->y);
break;
}
case 5: //Memorizingportal
{
//InsertMagic(ch,ch, 255, 9, 0, 0, ch->x, ch->y);
break;
}
case 6: // 款康磊俊 狼茄 礙力撈悼.
{
if( ch == Hero ) AddCurrentStatusMessage( 255,255,255, lan->OutputMessage(3,5) );//010215 lsw
break;
}
case 7:
{
InsertMagic(ch,ch, 470, 0, 0, 0, ch->x, ch->y);
break;
}
}
if( ch == Hero ) // 010425 YGI
{
SendModifyPosition( ch );
g_Map.tox = ch->position.x - (GAME_SCREEN_XSIZE/32/2);
g_Map.toy = ch->position.y - (GAME_SCREEN_YSIZE/32/2);
if (p->nType == 3)
{
StartSetView(ch);
SetView(ch, ch->sight); //鑒埃 撈悼茄 弊 諒釬甫 拳擱狼 吝居欄肺 撈悼
SetHeroPosition( 0 );
}
else
SetHeroPosition( 1 );
}
}
void RecvCMD_CHARACTER_CONDITION( t_server_character_condition *p, int type )
{
//CON_NORMAL瀝惑0/CON_ACTIVE勸悼1/CON_SLOW蠢妨嚨2/CON_SLUGGISH公扁仿3/CON_DAZE去鄂4/CON_POISON吝刀5/CON_STONE籍拳6/CON_DEATH磷瀾7
bool action_On=0;
LPCHARACTER ch=FindCharacter( &g_CharacterList, p->idTarget);
if(ch==NULL) return;
// 秦寸 某腐磐狼 惑怕甫 函拳矯虐綽 竊薦
ConditionSet(ch, p->nState);
if( type == CMD_SERVER_CHARACTER_CONDITION2 ) // 瞞撈藹闌 焊郴林綽霸 酒聰扼 弊 傈眉甫 焊郴霖促.
{
p->nLife -= ch->hp;
}
// 0106KHS
if( p->nLife < 0 )
{
AddNumberAni( NUMBER_ANIMATION_TYPE_DOWN_, ch->y+1, ch->x, ch->y-40, abs( p->nLife) );
if( p->idTarget<10000 )
{
CharDoAni(ch, ch->direction, ACTION_ATTACKED );
action_On = 1;
ch->changeActionFlag = 1;
}
else
{
CharDoAni(ch, ch->direction, MON1_ATTACKED );
action_On = 1;
ch->changeActionFlag = 1;
}
}
else if( p->nLife > 0 )//020530 lsw
{
AddNumberAni( NUMBER_ANIMATION_TYPE_UP_, ch->y+1, ch->x, ch->y-40, abs( p->nLife) );
ch->changeActionFlag = 0;
CharDoAni(ch, ch->direction, ch->basicAction );
}
///////////////////////////////////// 瘤陛何磐綽 某腐磐 惑怕俊 蝶弗 促弗 貿府 //////////////////////////////////////
if( ch->condition == CON_DEATH )//p->condition == CON_DEATH ) //磷瀾惑怕肺 傈券矯 貿府
{
ch->changeActionFlag = 0;
if( p->idTarget<10000 )
{
ch->changeActionFlag = 0;
CharDoAni(ch, ch->direction, ACTION_DIE);
}
else
{
ch->changeActionFlag = 0;
CharDoAni(ch, ch->direction, MON1_DIE);
}
//ch->condition=CON_DEATH;
ch->hp = 0;
ch->mp = 0;
ch->viewtype = VIEWTYPE_NORMAL_; //促弗 惑怕柳青 惑怕俊輯 磷菌闌錠(扁糧惑怕俊 狼茄 瓤苞 絕局扁 困秦)
if( ch==Hero )
{
SCharacterData.condition = CON_DEATH;
SCharacterData.nCharacterHP = 0;
SCharacterData.nCharacterMP = 0;
}
return;
}
//////////////////////////////////////////////////
// 磷綽 惑怕寇狼 惑怕 函拳矯父 貿府
// 措惑眉啊 官肺 唱牢 版快父 貿府(皋春何盒 叼膠敲飯撈)
if( ch == Hero )
{
SCharacterData.nCharacterHP += p->nLife;
if( SCharacterData.nCharacterHP > SCharacterData.nCharacterMAXHP )
SCharacterData.nCharacterHP = SCharacterData.nCharacterMAXHP ;
SCharacterData.condition = ch->condition;
if(SCharacterData.nCharacterHP<=0) SCharacterData.nCharacterHP = 1;
}
if( ch->condition == CON_NORMAL ) //惑怕啊 混酒樂綽 版快
{
if( ch->viewtype < VIEWTYPE_TRANSPARENCY_ ) //捧疙牢埃 惑怕 撈惑狼 促弗 惑怕牢 版快綽 弊成 泅 轟鷗澇 瘤加蠟瘤
ch->viewtype = VIEWTYPE_NORMAL_;
ch->hp += p->nLife;
if(ch->hp<= 0) ch->hp = 1;
ch->dieani = 0;
ch->blood_Set = false;
if(!action_On)
{
ch->changeActionFlag = 0;
CharDoAni(ch, ch->direction, ch->basicAction);
}
}
else
{
if (ch->viewtype < VIEWTYPE_TRANSPARENCY_)
{ // 捧疙牢埃 惑怕 撈惑狼 促弗 惑怕牢 版快綽 弊成 泅 轟鷗澇 瘤加蠟瘤
if (ch->condition&CON_SLOW) ch->viewtype = VIEWTYPE_SLOW_;
if (ch->condition&CON_POISON) ch->viewtype = VIEWTYPE_POISON_;
if (ch->condition&CON_CURSE) ch->viewtype = VIEWTYPE_CURSE_;
if (ch->condition&CON_DAZE) ch->viewtype = VIEWTYPE_CONFUSION_;
if (ch->condition&CON_FROZEN) ch->viewtype = VIEWTYPE_FROZEN_;
if (ch->condition&CON_STONE)
{
ch->viewtype = VIEWTYPE_STONE_;
ch->pathcount = 0;
ch->moveFlag = 0;
ch->changeActionFlag = 1;
}
}
}
}
void RecvCMD_SERVER_MAGICVIEWTYPE( t_server_magicviewtype *p)
{ //< CSD-030516
LPCHARACTER ch = FindCharacter(&g_CharacterList, p->target_id);
if (ch == NULL)
{
return;
}
switch (p->view_Type)
{
case VIEWTYPE_OBSERVE_:
{
SetBattlePeace(PEACE_MODE);
break;
}
}
ch->viewtype = (char)p->view_Type;
} //> CSD-030516
void SendCMD_CHARACTER_DEMAND( int command_type, int target_id) //牢磊:目膏靛 皋矯瘤 #define疙莫,格釬id
{
t_packet p;
p.h.header.type = CMD_CLIENT_CHARACTER_DEMAND;
p.h.header.size = sizeof( t_client_character_demand );
{
p.u.angra.client_character_demand.target_id = target_id;
p.u.angra.client_character_demand.command_type = command_type;
//p.u.client_arigement_demand
}
QueuePacket( &p, 1 );
}
void RecvCMD_ARIGEMENT_RESPONSE( t_server_arigement_response *p )
{ //< CSD-030324
return; // thai2 YGI
//> CSD-030324
LPCHARACTER ch = FindCharacter( &g_CharacterList, p->target_id );
if(ch == NULL ) return;
ch->arigement = p->arigement;
switch(p->arigement)
{
//case 0:
case 1:
case 2:
case 3:
InsertMagic(ch, ch, 344, 0, 0, 0, 0, 0); //blue
break;
case 4:
case 5:
case 6:
InsertMagic(ch, ch, 345, 0, 0, 0, 0, 0); //Green
break;
case 7:
case 8:
case 9:
InsertMagic(ch, ch, 346, 0, 0, 0, 0, 0); //red
break;
}
}
void EndCastMagic(LPCHARACTER scr/*MAGICLIST* lpML*/)
{
const int nSelect = scr->excute_MagicNum;
scr->ready_Magic = (g_mgrBattle.IsCombat(nSelect)) ? 2:0;
scr->end_Casting =0;
scr->end_ReadyMagic =0;
scr->end_RunMagic =0;
scr->bow_Type =0; //勸 鷗澇闌 檬扁拳
RectImageOn=0;
}
void CheckDoingAppointMagic(void)
{
int x,y;
int dir = Hero->direction;
int sprc = Hero->AnimationTable[ Hero->nCurrentAction].cFrame[ Hero->nCurrentFrame ];
Spr *s = &(CharSpr[Hero->sprno].sp[ dir ][ sprc]);
bool firePattern = 0; //0->流柳菩畔/1->蠟檔菩畔
int magic_no = 0;
int distance = 0;
// 付過闌 慣葷茄瘤 0.8檬 撈惑 版苞秦具父 肚促矯 慣葷 啊瓷
if ( timeGetTime()-g_FireTime < FIRE_DELAY && g_FireTime !=0 )
return;
// 拳混幅 shoot_Time
if (g_mgrBattle.IsThrow(Hero->excute_MagicNum, true)) return; // CSD-021021
if (SCharacterData.nCharacterHP <= 0) return;
///////////////////////////////////////////////////////////////////////////////////
if(!(Hero->ready_Magic==2 || Hero->ready_Magic==3) && !tool_ID_EFFECT_TEST )
return;
if(tool_ID_EFFECT_TEST) Hero->excute_MagicNum=30;
if (!g_mgrBattle.IsPickUp(Hero, g_GameInfo.lpcharacter))
{ //< CSD-021128
g_GameInfo.lpcharacter = NULL;
} //> CSD-021128
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