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#1
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Quote:
Also see the client disassembly from the binary: Code:
int __cdecl do_hidecorpses(EQPlayer *a1, char *a2)
{
const char *v2; // eax@2
const char *v3; // eax@2
const char *v4; // eax@2
int result; // eax@2
EQPlayer *v6; // ebx@4
char *v7; // eax@4
const char *v8; // eax@5
const char *v9; // eax@9
char *v10; // eax@13
const char *v11; // eax@14
const char *v12; // eax@18
int v13; // esi@19
const char *v14; // eax@26
char v15; // [sp+10h] [bp-58h]@9
if ( *a2 )
{
v6 = EQPlayer::top;
v7 = (char *)StringTable::getString(g_stringTable, 0x3395u, 0);
if ( UTF8_stricmp(a2, v7) )
{
v10 = (char *)StringTable::getString(g_stringTable, 0x3397u, 0);
if ( UTF8_stricmp(a2, v10) )
{
v14 = (const char *)StringTable::getString(g_stringTable, 0x3399u, 0);
for ( result = CEverQuest::dsp_chat(EverQuestObject, v14, 15, 1); v6; v6 = (EQPlayer *)*((_DWORD *)v6 + 31) )
{
result = *((_BYTE *)v6 + 168) - 2;
if ( (unsigned __int8)result <= 1u )
{
result = *((_DWORD *)v6 + 33);
if ( result )
{
if ( *(_DWORD *)result )
{
*(_DWORD *)(result + 440) = 0;
result = t3dSetActorInvisible(**((_DWORD **)v6 + 33), 0);
}
}
}
}
}
else
{
v11 = (const char *)StringTable::getString(g_stringTable, 0x3398u, 0);
for ( result = CEverQuest::dsp_chat(EverQuestObject, v11, 15, 1); v6; v6 = (EQPlayer *)*((_DWORD *)v6 + 31) )
{
result = *((_BYTE *)v6 + 168) - 2;
if ( (unsigned __int8)result <= 1u )
{
v12 = (const char *)CEverQuest::stripName(EverQuestObject, (char *)v6 + 1);
strcpy(&v15, v12);
result = stricmp(&v15, (const char *)LocalPlayer + 1);
if ( result )
{
v13 = 0;
do
{
result = stricmp(&v15, (const char *)LocalPlayer + 1);
if ( result )
{
if ( EQ_PC::IsAGroupMember(LocalPC, &v15) )
{
result = *((_DWORD *)v6 + 33);
if ( result && *(_DWORD *)result )
{
*(_DWORD *)(result + 440) = 0;
result = t3dSetActorInvisible(**((_DWORD **)v6 + 33), 0);
}
}
else
{
result = *((_DWORD *)v6 + 33);
if ( result && *(_DWORD *)result )
{
*(_DWORD *)(result + 440) = 1;
result = t3dSetActorInvisible(**((_DWORD **)v6 + 33), 1);
}
}
}
++v13;
}
while ( v13 != 6 );
}
}
}
}
}
else
{
v8 = (const char *)StringTable::getString(g_stringTable, 0x3396u, 0);
for ( result = CEverQuest::dsp_chat(EverQuestObject, v8, 15, 1); v6; v6 = (EQPlayer *)*((_DWORD *)v6 + 31) )
{
result = *((_BYTE *)v6 + 168) - 2;
if ( (unsigned __int8)result <= 1u )
{
v9 = (const char *)CEverQuest::stripName(EverQuestObject, (char *)v6 + 1);
strcpy(&v15, v9);
result = stricmp(&v15, (const char *)LocalPlayer + 1);
if ( result )
{
result = *((_DWORD *)v6 + 33);
if ( result )
{
if ( *(_DWORD *)result )
{
*(_DWORD *)(result + 440) = 1;
result = t3dSetActorInvisible(**((_DWORD **)v6 + 33), 1);
}
}
}
}
}
}
}
else
{
v2 = (const char *)StringTable::getString(g_stringTable, 0x3392u, 0);
CEverQuest::dsp_chat(EverQuestObject, v2);
v3 = (const char *)StringTable::getString(g_stringTable, 0x3393u, 0);
CEverQuest::dsp_chat(EverQuestObject, v3);
v4 = (const char *)StringTable::getString(g_stringTable, 0x3394u, 0);
result = CEverQuest::dsp_chat(EverQuestObject, v4);
}
return result;
}
__________________
Engineer of Things and Stuff, Wearer of Many Hats
“Knowing yourself is the beginning of all wisdom.” — Aristotle | |||
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#2
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Hmm, I'm not sure if that holds up to nilbog's rigorous standard, but it works for me. I still say keep it in tho.
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#3
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imo /hidecorpse looted is game breaking and should be removed
__________________
Surron / Geom
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#4
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As seen at http://everquest.allakhazam.com/hist...es-2000-2.html
------------------------------ July 19, 2000 7:00 am ----------------------------- *Hiding Corpses* A new command has been implemented in the EverQuest client. This command (/hidecorpses) allows players to suppress the display of player and NPC corpses on the screen. This can be very useful once you've entered a zone with a large number of corpes, causing framerate to decay. It will be particularly useful in the planes. The command supports the following arguments: - ALL: Hides all corpses except yours. - ALLBUTGROUP: Hides all corpses except yours and those of people in your group. - NONE: No longer hides corpses. For community reasons, this option must be set after entering each zone, and will not affect corpses made after you enter the zone. You can reset it while in the zone in order to suppress display of corpses made since you originally set it. Seems classic to me. Seeing as velious wasn't released till later that year. (After this patch went in to effect). Edit: I will concede that there is no /looted option though. | ||
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#5
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Imagine doing sky and not being able to hide the corpses
Oh god | ||
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#6
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/gems -- not classic
__________________
Matalus
Matalus So good he signs it twice. | ||
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#7
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Bard AoEs only affecting 25 mobs - not classic.
You can take my /hideco looted when you give me back my absurd swarms. Leave it in. | ||
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#8
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Quote:
------------------------------ March 6, 2001 3:00 am ------------------------------ *EQGems* A new "mini-game" has been added to the EverQuest client. EQGems is our first effort aimed towards allowing people to engage in different activities while playing EverQuest. Based upon the success of EQGems, we may explore opportunities for other mini-games in the future, even some that are multiplayer in and of themselves. Type /gems to play. | |||
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#9
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Ooooo I love these threads. Here are some other classic things from my memory that could use changing.
Other things that need to be removed from the client/UI:
Other things content wise that could use fixing:
It would be such a classic immersion server if all of these could go in.
__________________
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#10
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Quote:
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