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📄 playerinfo.cpp

📁 韩国英雄王座倒闭后流出来部分源代码
💻 CPP
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			m_pEquipments[ SLOT_LEFT ]	=	NULL;

			//	Visaul 沥焊 檬扁拳 
			_PLAYERINFO.wLeftWeapon		= 0;	
			_PLAYERINFO.nLeftOption		= 0;	
		}
	}	
	////////////////////////////////////////////////////////////////////////////////////	
	//	坷弗颊 / 哭颊 公扁 厘馒 矫 
	////////////////////////////////////////////////////////////////////////////////////
	else if (	pItem->m_nSlotType == SLOT_RIGHT || 
				pItem->m_nSlotType == SLOT_LEFT		)
	{
		//	----------------------------------------------------------------------------
		//	剧颊 公扁甫 檬扁拳 矫糯
		//	----------------------------------------------------------------------------
		if( m_pEquipments[ SLOT_TOWHAND ]  )			
		{
			m_pEquipments[ SLOT_TOWHAND ]->m_nWHERE = WHERE_INVENTORY;
			m_pEquipments[ SLOT_TOWHAND ]			=	NULL;

			_PLAYERINFO.wRightWeapon		= 0;	
			_PLAYERINFO.nRightOption		= 0;
		}

		if( m_pEquipments[ pItem->m_nSlotType ] )
			m_pEquipments[ pItem->m_nSlotType ]->m_nWHERE = WHERE_INVENTORY;

	}
	////////////////////////////////////////////////////////////////////////////////////	
	//	弊寇狼 版快 贸府 
	////////////////////////////////////////////////////////////////////////////////////	
	else
	{
		if( m_pEquipments[ pItem->m_nSlotType ] )
			m_pEquipments[ pItem->m_nSlotType ]->m_nWHERE = WHERE_INVENTORY;
	}
	
	//	--------------------------------------------------------------------------------
	//	郴何 拌魂侩 单捞鸥甫 涝仿 矫糯 
	//	--------------------------------------------------------------------------------
	m_pEquipments[pItem->m_nSlotType]	=	pItem;


	////////////////////////////////////////////////////////////////////////////////////	
	//	技飘 酒捞袍 厘馒 咯何 魄沥	(利侩 困摹甫 捞悼矫糯)
	////////////////////////////////////////////////////////////////////////////////////
	_SETITEMCHART_*	pSetItemFullOption = NULL;

	if( NULL == m_pSetItemFullOption )
	{
		pSetItemFullOption = pItem->GetSetItemFullOption();
	}
	else
	{
		pSetItemFullOption	=	m_pSetItemFullOption;
	}
		
	if(	pSetItemFullOption )
	{	
		//	----------------------------------------------------------------------------
		//	4	:	赣府 (秋镐)	
		//	5	:	啊娇
		//	6	: 	官瘤					
		//	7	: 	厘癌	
		//	8	: 	何 明
		//	9	: 	噶配
		//	10	: 	酒鼓房	(格吧捞)
		//	----------------------------------------------------------------------------
		
		//	----------------------------------------------------------------------------
		//	11 : 	馆瘤	(哭颊)
		//	12 : 	馆瘤	(坷弗颊)
		//	----------------------------------------------------------------------------
		bool bIsSetItem = true;



		//
		//	碍辆龋 13 措脚 slot max define巩 荤侩
		//
		for( int i=4; i<SLOT_EUIPMENTTYPE_MAXCOUNT; i++ )
		{
			int nSubEnchantID = pSetItemFullOption->SlotType[i];
			if( nSubEnchantID == 0 )	continue;

			//	------------------------------------------------------------------------
			//	秦寸 浇吩俊 秦寸 悸飘 酒捞袍 厘馒 咯何 魄沥
			//	------------------------------------------------------------------------
			switch( i )
			{
			//	馆瘤啊 酒囱 版快			
			case	SLOT_HELMET		:
			case	SLOT_ARMOR		:
			case	SLOT_PANTS		:
			case	SLOT_GLOVE		:
			case	SLOT_SHOES		:
			case	SLOT_MANTLE		:
			case	SLOT_NECKLACE	:
				{
					if( !m_pEquipments[i] )	
					{
						bIsSetItem = false;
						break;
					}

					if( !m_pEquipments[i]->IsSetItem( nSubEnchantID  ) )
					{
						bIsSetItem = false;
						break;
					}
				}
				break;

			//	馆瘤牢 版快 
			case	SLOT_RINGRIGHT	:
			case	SLOT_RINGLEFT	:
				{
					//	哭颊 馆瘤
					if( m_pEquipments[SLOT_RINGRIGHT]	&& 
						m_pEquipments[SLOT_RINGRIGHT]->IsSetItem( nSubEnchantID ) )
					{
						break;			
					}						

					//	坷弗颊 馆瘤
					if( m_pEquipments[SLOT_RINGLEFT] && 
						m_pEquipments[SLOT_RINGLEFT]->IsSetItem( nSubEnchantID  )	)
					{
						break;			
					}	

					bIsSetItem = false;
				}
				break;
			}

		}



		//	----------------------------------------------------------------------------
		//	技飘 酒捞袍捞 厘馒等 版快
		//	----------------------------------------------------------------------------
		if( bIsSetItem )
		{
			m_SetItemOption		=	pSetItemFullOption->dwSET_SEQ;
			m_pSetItemFullOption=	pSetItemFullOption;
		}
		else
		{
			EnchantStopSetItem();
		}
	}
	


	switch( pItem->m_nSlotType )
	{
	//	--------------------------------------------------------------------------------
	//	0 厘厚前 酒丛
	//	--------------------------------------------------------------------------------
	case SLOT_NOTHING: return 0;		break;														

	//	--------------------------------------------------------------------------------
	//	1 坷弗颊
	//	--------------------------------------------------------------------------------
	case SLOT_RIGHT :				
		{
			_PLAYERINFO.wRightWeapon	= pItem->m_dwItemIndex;	
			_PLAYERINFO.nRightOption	= pItem->m_nValue;
			return 2;	
		}	
		break;	 	


	//	--------------------------------------------------------------------------------
	//	2 : 哭颊
	//	--------------------------------------------------------------------------------
	case SLOT_LEFT :		
		{
			_PLAYERINFO.wLeftWeapon		= pItem->m_dwItemIndex;	
			_PLAYERINFO.nLeftOption		= pItem->m_nValue;	
			return 2;					
		}	
		break;		

	//	--------------------------------------------------------------------------------
	//	3 : 坷弗颊 + 哭颊(滴颊)
	//	--------------------------------------------------------------------------------
	case SLOT_TOWHAND :	
		{
			_PLAYERINFO.wRightWeapon	= pItem->m_dwItemIndex;	
			_PLAYERINFO.nRightOption	= pItem->m_nValue;
			return 2;				
		}
		break;		

	//	--------------------------------------------------------------------------------
	//	4 : 赣府 (秋镐)	
	//	--------------------------------------------------------------------------------
	case SLOT_HELMET :	
		{
			_PLAYERINFO.wHelmet			= pItem->m_dwItemIndex;	
			_PLAYERINFO.nHelmetOption	= pItem->m_nValue;
			return 2;				
		}
		break;		

	//	--------------------------------------------------------------------------------
	//	5 : 啊娇			
	//	--------------------------------------------------------------------------------
	case SLOT_ARMOR	:	
		{
			_PLAYERINFO.wArmor			= pItem->m_dwItemIndex;	
			_PLAYERINFO.nArmorOption	= pItem->m_nValue;
			return 2;	
		}	
		break;		

	//	--------------------------------------------------------------------------------
	//	6 : 官瘤					
	//	--------------------------------------------------------------------------------
	case SLOT_PANTS	:	
		{
			_PLAYERINFO.wPants			= pItem->m_dwItemIndex;	
			_PLAYERINFO.nPantsOption	= pItem->m_nValue;
			return 2;	
		}	
		break;		

	//	--------------------------------------------------------------------------------
	//	7 : 厘癌	
	//	--------------------------------------------------------------------------------
	case SLOT_GLOVE	:	
		{
			_PLAYERINFO.wGlove			= pItem->m_dwItemIndex;	
			_PLAYERINFO.nGloveOption	= pItem->m_nValue;	
			return 2;	
		}
		break;

	//	--------------------------------------------------------------------------------
	//	8 : 何 明
	//	--------------------------------------------------------------------------------
	case SLOT_SHOES :	
		{
			_PLAYERINFO.wShoes			= pItem->m_dwItemIndex;	
			_PLAYERINFO.nShoesOption	= pItem->m_nValue;
			return 2;	
		}
		break;		

	//	--------------------------------------------------------------------------------
	//	9 : 噶配
	//	--------------------------------------------------------------------------------
	case SLOT_MANTLE :	
		{
			_PLAYERINFO.wMantle			= pItem->m_dwItemIndex;	
			_PLAYERINFO.nMantleOption	= pItem->m_nValue;
			return 2;					
		}
		break;		
	//	--------------------------------------------------------------------------------
	//	10 : 酒鼓房	(格吧捞)
	//	--------------------------------------------------------------------------------
	case SLOT_NECKLACE:		return 1;		break;

	//	--------------------------------------------------------------------------------
	//	馆瘤牢 版快 ITEM DB惑俊绰 11锅栏肺 荤侩蹬唱 厘馒 沥焊俊辑绰 
	//	坷弗颊 馆瘤 11/哭颊 馆瘤 12锅栏肺 盒府 凳 
	//	--------------------------------------------------------------------------------
	//	11 : 馆瘤	(哭颊)
	case SLOT_RINGLEFT:		return 1;		break;

	//	11 : 馆瘤	(坷弗颊)
	case SLOT_RINGRIGHT:	return 1;		break;				

#ifdef DEF_SECONDCHANGEJOB
	//	--------------------------------------------------------------------------------
	//	13 : 富
	//	--------------------------------------------------------------------------------
	case SLOT_HORSE :	
		{
			_PLAYERINFO.wHorse			=	pItem->m_dwItemIndex;	
			_PLAYERINFO.nHorseOption	=	pItem->m_nValue;

			_PLAYERINFO.dwHorseHandle	=	g_pMap->CreateTempHandle();

			// 滚橇 牢镁飘甫 葛滴 秦眉茄促. 
			EnchantBuffStop() ;

			return 2;					
		}
		break;	
#endif

	default: break;
	}

	return 0;
}


////////////////////////////////////////////////////////////////////////////////////////
//	Item 呕馒矫 Player沥焊甫 Updat矫糯
//
//	Return Value	Explain
//	------------------------------------------------------------------------------------
//		0		:	秦寸 沥焊啊 绝绰 版快 (Error)
//		1		:	厘馒 矫 荐摹父 函版
//		2		:	厘馒 矫	荐摹 棺 葛嚼 函版
////////////////////////////////////////////////////////////////////////////////////////
int PlayerInfo::Inventory_PutOffUpdate( CItem *pItem )
{

	//	--------------------------------------------------------------------------------
	//	技飘 酒捞袍阑 呕馒矫虐绰 版快
	//
	//	-	Function栏肺 盒府矫糯
	//	--------------------------------------------------------------------------------	
	if( pItem->IsSetItemOption( m_SetItemOption ) )
	{
		EnchantStopSetItem();
	}

	
	//	--------------------------------------------------------------------------------
	//	拌魂窍扁 困秦辑 涝仿等 厘厚甫 NULL父惦 
	//	SLOT TYPE俊 12焊促 奴 版快 坷幅 皋矫瘤 贸府 
	//	--------------------------------------------------------------------------------
	m_pEquipments[ pItem->m_nSlotType ]	=	NULL;


	//	--------------------------------------------------------------------------------
	//	厘馒 酒捞袍
	//	--------------------------------------------------------------------------------
	if( pItem->m_nWHERE == WHERE_INVENTORY )	
	{							
		switch( pItem->m_nSlotType )
		{
		//	----------------------------------------------------------------------------			
		//	0 厘厚前 酒丛
		//	----------------------------------------------------------------------------
		case SLOT_NOTHING	:  
			{
				return 1;		
			}
			break;	

		//	----------------------------------------------------------------------------
		//	1 坷弗颊
		//	----------------------------------------------------------------------------
		case SLOT_RIGHT		:	
			{

			// 叼奇矫宏 胶乔绢 
			if( m_nCharacterType == WARRIOR)
				WeaponeEnchantStop() ;

				_PLAYERINFO.wRightWeapon	= 0;	
				_PLAYERINFO.nRightOption	= 0;
				return 2;	
			}
			break;	

		//	----------------------------------------------------------------------------
		//	2 : 哭颊
		//	----------------------------------------------------------------------------
		case SLOT_LEFT		:	
			{
			// 叼奇矫宏 胶乔绢 
			if( m_nCharacterType == WARRIOR)
					WeaponeEnchantStop() ;

				_PLAYERINFO.wLeftWeapon		= 0;
				_PLAYERINFO.nLeftOption		= 0;				
				return 2;	
			}
			break;	
				
		//	----------------------------------------------------------------------------
		//	3 : 坷弗颊 + 哭颊(滴颊)	
		//	----------------------------------------------------------------------------
		case SLOT_TOWHAND	:	
			{

			// 坷奇矫宏 胶乔绢 
			if( m_nCharacterType == WARRIOR)
					WeaponeEnchantStop() ;

				_PLAYERINFO.wRightWeapon	= 0;
				_PLAYERINFO.nRightOption	= 0;
				return 2;	
				
			}	
			break;	

		//	----------------------------------------------------------------------------
		//	4 : 赣府 (秋镐)
		//	----------------------------------------------------------------------------
		case SLOT_HELMET	:	
			{
				_PLAYERINFO.wHelmet			= 0;
				_PLAYERINFO.nHelmetOption	= 0;
				return 2;	
			}
			break;	

		//	----------------------------------------------------------------------------
		//	5 : 啊娇
		//	----------------------------------------------------------------------------
		case SLOT_ARMOR		:	
			{
				_PLAYERINFO.wArmor			= 0;
				_PLAYERINFO.nArmorOption	= 0;
				return 2;	
			}
			break;	

		//	----------------------------------------------------------------------------
		//	6 : 官瘤
		//	----------------------------------------------------------------------------			
		case SLOT_PANTS		:	
			{
				_PLAYERINFO.wPants			= 0;
				_PLAYERINFO.nPantsOption	= 0;
				return 2;	
			}	
			break;	

		//	----------------------------------------------------------------------------
		//	7 : 厘癌
		//	----------------------------------------------------------------------------
		case SLOT_GLOVE		:	
			{
				_PLAYERINFO.wGlove			= 0;

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