Âûëåòàåò êëèåíò ïðè ïîëó÷åíèå MyInfo
writeD(0); writeC(36); // unk writeS(player.Name, 33); writeD(player.Exp); writeD(player.Rank); writeD(player.Rank); // ÃÂ�ºÃÂ�°ÃÂ�º ÃÂ�½ÃÂ�¸ Ã∘�Ã∘‚Ã∘â√¬ÃÂ�°ÃÂ�½ÃÂ�½ÃÂ�¾ ÃÂ�»ÃÂ�µÃ∘‚ÃÂ�¸Ã∘‚ Ã∘‚ÃÂ�¾ÃÂ�¶ÃÂ�µ Ã∘‡ÃÂ�¸Ã∘�ÃÂ�»ÃÂ�¾ Ã∘‡Ã∘‚ÃÂ�¾ ÃÂ�¸ ÃÂ�² Ã∘â√¬ÃÂ�°ÃÂ�½ÃÂ�³ÃÂ�µ... writeD(player.Gp); writeD(player.Money); writeD(0); // ClanID writeD(0); // ClanNameColor writeD(0); // Unk writeD(0); // Unk writeH(player.PcCafe); writeC(player.Color); // 0-9 Color name writeS(clan == null ? "" : player.Clan.ClanName, 17); writeH(clan == null ? 0 : player.Clan.Rank); // ÃÂ�ÂÂ-ÃÂ�°ÃÂ�½ÃÂ�³ ÃÂ�ºÃÂ�»ÃÂ�°ÃÂ�½ÃÂ�° writeC(clan == null ? 255 : player.Clan.Logo1); // D -1 writeC(clan == null ? 255 : player.Clan.Logo2); writeC(clan == null ? 255 : player.Clan.Logo3); writeC(clan == null ? 255 : player.Clan.Logo4); writeC(clan == null ? 0 : player.Clan.ClanColor); // ÃÂ�¦ÃÂ�²ÃÂ�µÃ∘‚ ÃÂ�ºÃÂ�»ÃÂ�°ÃÂ�½ÃÂ�° writeC(0); // unk writeD(0); // unk writeD(0); // TODO ÃÂ�¿ÃÂ�¾Ã∘�ÃÂ�¼ÃÂ�¾Ã∘‚Ã∘â√¬ÃÂ�µÃ∘‚Ã∘Å∙ Ã∘�ÃÂ�½ÃÂ�¸Ã∘„Ã∘„ writeD(0); // TODO ÃÂ�¿ÃÂ�¾Ã∘�ÃÂ�¼ÃÂ�¾Ã∘‚Ã∘â√¬ÃÂ�µÃ∘‚Ã∘Å∙ Ã∘�ÃÂ�½ÃÂ�¸Ã∘„Ã∘„ writeD(player.PlayerStats.getFights()); writeD(player.PlayerStats.getWins()); writeD(player.PlayerStats.getLosts()); writeD(0); //Draw writeD(player.PlayerStats.getKills()); writeD(player.PlayerStats.getSeriaWins()); writeD(player.PlayerStats.getDeaths()); writeD(0); writeD(player.PlayerStats.getKills()); writeD(player.PlayerStats.getEscapes()); writeD(player.PlayerStats.getFights()); writeD(player.PlayerStats.getWins()); writeD(player.PlayerStats.getLosts()); writeD(0); //Draw writeD(player.PlayerStats.getKills()); writeD(player.PlayerStats.getSeriaWins()); writeD(player.PlayerStats.getDeaths()); writeD(0); writeD(player.PlayerStats.getKills()); writeD(player.PlayerStats.getEscapes()); EuipedItems(); writeH(0); // Veersion 34 writeD(0x37); // Veersion 34 writeD(0x37); // Veersion 34 writeB(new byte[33]); writeH(0);//crosshair writeC(0x1F); writeC(1); LoadItems(); writeC(0); // Outpost writeD(player.Brooch); writeD(player.Insignia); writeD(player.Medal); writeD(player.BlueOrder); writeC((byte)player.Mission.mission_active); writeC((byte)player.Mission.card1); writeC((byte)player.Mission.card2); writeC((byte)player.Mission.card3); writeC((byte)player.Mission.card4); writeH(ComDiv.getCard(player.MissionId1, 0, player.Mission.mission)); writeH(ComDiv.getCard(player.MissionId1, 1, player.Mission.mission)); writeH(ComDiv.getCard(player.MissionId1, 2, player.Mission.mission)); writeH(ComDiv.getCard(player.MissionId1, 3, player.Mission.mission)); writeH(ComDiv.getCard(player.MissionId1, 4, player.Mission.mission)); writeH(ComDiv.getCard(player.MissionId1, 5, player.Mission.mission)); writeH(ComDiv.getCard(player.MissionId1, 6, player.Mission.mission)); writeH(ComDiv.getCard(player.MissionId1, 7, player.Mission.mission)); writeH(ComDiv.getCard(player.MissionId1, 8, player.Mission.mission)); writeH(ComDiv.getCard(player.MissionId1, 9, player.Mission.mission)); writeH(ComDiv.getCard(player.MissionId2, 0, player.Mission.mission2)); writeH(ComDiv.getCard(player.MissionId2, 1, player.Mission.mission2)); writeH(ComDiv.getCard(player.MissionId2, 2, player.Mission.mission2)); writeH(ComDiv.getCard(player.MissionId2, 3, player.Mission.mission2)); writeH(ComDiv.getCard(player.MissionId2, 4, player.Mission.mission2)); writeH(ComDiv.getCard(player.MissionId2, 5, player.Mission.mission2)); writeH(ComDiv.getCard(player.MissionId2, 6, player.Mission.mission2)); writeH(ComDiv.getCard(player.MissionId2, 7, player.Mission.mission2)); writeH(ComDiv.getCard(player.MissionId2, 8, player.Mission.mission2)); writeH(ComDiv.getCard(player.MissionId2, 9, player.Mission.mission2)); writeH(ComDiv.getCard(player.MissionId3, 0, player.Mission.mission3)); writeH(ComDiv.getCard(player.MissionId3, 1, player.Mission.mission3)); writeH(ComDiv.getCard(player.MissionId3, 2, player.Mission.mission3)); writeH(ComDiv.getCard(player.MissionId3, 3, player.Mission.mission3)); writeH(ComDiv.getCard(player.MissionId3, 4, player.Mission.mission3)); writeH(ComDiv.getCard(player.MissionId3, 5, player.Mission.mission3)); writeH(ComDiv.getCard(player.MissionId3, 6, player.Mission.mission3)); writeH(ComDiv.getCard(player.MissionId3, 7, player.Mission.mission3)); writeH(ComDiv.getCard(player.MissionId3, 8, player.Mission.mission3)); writeH(ComDiv.getCard(player.MissionId3, 9, player.Mission.mission3)); writeH(ComDiv.getCard(player.MissionId4, 0, player.Mission.mission4)); writeH(ComDiv.getCard(player.MissionId4, 1, player.Mission.mission4)); writeH(ComDiv.getCard(player.MissionId4, 2, player.Mission.mission4)); writeH(ComDiv.getCard(player.MissionId4, 3, player.Mission.mission4)); writeH(ComDiv.getCard(player.MissionId4, 4, player.Mission.mission4)); writeH(ComDiv.getCard(player.MissionId4, 5, player.Mission.mission4)); writeH(ComDiv.getCard(player.MissionId4, 6, player.Mission.mission4)); writeH(ComDiv.getCard(player.MissionId4, 7, player.Mission.mission4)); writeH(ComDiv.getCard(player.MissionId4, 8, player.Mission.mission4)); writeH(ComDiv.getCard(player.MissionId4, 9, player.Mission.mission4)); writeC((byte)player.MissionId1); writeC((byte)player.MissionId2); writeC((byte)player.MissionId3); writeC((byte)player.MissionId4); writeB(new byte[] { (byte)player.Mission.mission[1], (byte)player.Mission.mission[2], (byte)player.Mission.mission[3], (byte)player.Mission.mission[4], (byte)player.Mission.mission[5], (byte)player.Mission.mission[6], (byte)player.Mission.mission[7], (byte)player.Mission.mission[8], (byte)player.Mission.mission[9], (byte)player.Mission.mission[10], (byte)player.Mission.mission[11], (byte)player.Mission.mission[12], (byte)player.Mission.mission[13], (byte)player.Mission.mission[14], (byte)player.Mission.mission[15], (byte)player.Mission.mission[16], (byte)player.Mission.mission[17], (byte)player.Mission.mission[18], (byte)player.Mission.mission[19], (byte)player.Mission.mission[20], (byte)player.Mission.mission[21], (byte)player.Mission.mission[22], (byte)player.Mission.mission[23], (byte)player.Mission.mission[24], (byte)player.Mission.mission[25], (byte)player.Mission.mission[26], (byte)player.Mission.mission[27], (byte)player.Mission.mission[28], (byte)player.Mission.mission[29], (byte)player.Mission.mission[30], (byte)player.Mission.mission[31], (byte)player.Mission.mission[32], (byte)player.Mission.mission[33], (byte)player.Mission.mission[34], (byte)player.Mission.mission[35], (byte)player.Mission.mission[36], (byte)player.Mission.mission[37], (byte)player.Mission.mission[38], (byte)player.Mission.mission[39], (byte)player.Mission.mission[40], (byte)player.Mission.mission2[1], (byte)player.Mission.mission2[2], (byte)player.Mission.mission2[3], (byte)player.Mission.mission2[4], (byte)player.Mission.mission2[5], (byte)player.Mission.mission2[6], (byte)player.Mission.mission2[7], (byte)player.Mission.mission2[8], (byte)player.Mission.mission2[9], (byte)player.Mission.mission2[10], (byte)player.Mission.mission2[11], (byte)player.Mission.mission2[12], (byte)player.Mission.mission2[13], (byte)player.Mission.mission2[14], (byte)player.Mission.mission2[15], (byte)player.Mission.mission2[16], (byte)player.Mission.mission2[17], (byte)player.Mission.mission2[18], (byte)player.Mission.mission2[19], (byte)player.Mission.mission2[20], (byte)player.Mission.mission2[21], (byte)player.Mission.mission2[22], (byte)player.Mission.mission2[23], (byte)player.Mission.mission2[24], (byte)player.Mission.mission2[25], (byte)player.Mission.mission2[26], (byte)player.Mission.mission2[27], (byte)player.Mission.mission2[28], (byte)player.Mission.mission2[29], (byte)player.Mission.mission2[30], (byte)player.Mission.mission2[31], (byte)player.Mission.mission2[32], (byte)player.Mission.mission2[33], (byte)player.Mission.mission2[34], (byte)player.Mission.mission2[35], (byte)player.Mission.mission2[36], (byte)player.Mission.mission2[37], (byte)player.Mission.mission2[38], (byte)player.Mission.mission2[39], (byte)player.Mission.mission2[40], (byte)player.Mission.mission3[1], (byte)player.Mission.mission3[2], (byte)player.Mission.mission3[3], (byte)player.Mission.mission3[4], (byte)player.Mission.mission3[5], (byte)player.Mission.mission3[6], (byte)player.Mission.mission3[7], (byte)player.Mission.mission3[8], (byte)player.Mission.mission3[9], (byte)player.Mission.mission3[10], (byte)player.Mission.mission3[11], (byte)player.Mission.mission3[12], (byte)player.Mission.mission3[13], (byte)player.Mission.mission3[14], (byte)player.Mission.mission3[15], (byte)player.Mission.mission3[16], (byte)player.Mission.mission3[17], (byte)player.Mission.mission3[18], (byte)player.Mission.mission3[19], (byte)player.Mission.mission3[20], (byte)player.Mission.mission3[21], (byte)player.Mission.mission3[22], (byte)player.Mission.mission3[23], (byte)player.Mission.mission3[24], (byte)player.Mission.mission3[25], (byte)player.Mission.mission3[26], (byte)player.Mission.mission3[27], (byte)player.Mission.mission3[28], (byte)player.Mission.mission3[29], (byte)player.Mission.mission3[30], (byte)player.Mission.mission3[31], (byte)player.Mission.mission3[32], (byte)player.Mission.mission3[33], (byte)player.Mission.mission3[34], (byte)player.Mission.mission3[35], (byte)player.Mission.mission3[36], (byte)player.Mission.mission3[37], (byte)player.Mission.mission3[38], (byte)player.Mission.mission3[39], (byte)player.Mission.mission3[40], (byte)player.Mission.mission4[1], (byte)player.Mission.mission4[2], (byte)player.Mission.mission4[3], (byte)player.Mission.mission4[4], (byte)player.Mission.mission4[5], (byte)player.Mission.mission4[6], (byte)player.Mission.mission4[7], (byte)player.Mission.mission4[8], (byte)player.Mission.mission4[9], (byte)player.Mission.mission4[10], (byte)player.Mission.mission4[11], (byte)player.Mission.mission4[12], (byte)player.Mission.mission4[13], (byte)player.Mission.mission4[14], (byte)player.Mission.mission4[15], (byte)player.Mission.mission4[16], (byte)player.Mission.mission4[17], (byte)player.Mission.mission4[18], (byte)player.Mission.mission4[19], (byte)player.Mission.mission4[20], (byte)player.Mission.mission4[21], (byte)player.Mission.mission4[22], (byte)player.Mission.mission4[23], (byte)player.Mission.mission4[24], (byte)player.Mission.mission4[25], (byte)player.Mission.mission4[26], (byte)player.Mission.mission4[27], (byte)player.Mission.mission4[28], (byte)player.Mission.mission4[29], (byte)player.Mission.mission4[30], (byte)player.Mission.mission4[31], (byte)player.Mission.mission4[32], (byte)player.Mission.mission4[33], (byte)player.Mission.mission4[34], (byte)player.Mission.mission4[35], (byte)player.Mission.mission4[36], (byte)player.Mission.mission4[37], (byte)player.Mission.mission4[38], (byte)player.Mission.mission4[39], (byte)player.Mission.mission4[40], }); writeC((byte)(player.Title.titlePos1 > 255 ? 255 : player.Title.titlePos1)); writeC((byte)(player.Title.titlePos2 > 255 ? 255 : player.Title.titlePos2)); writeC((byte)(player.Title.titlePos3 > 255 ? 255 : player.Title.titlePos3)); writeC((byte)(player.Title.titlePos4 > 255 ? 255 : player.Title.titlePos4)); writeC((byte)(player.Title.titlePos5 > 255 ? 255 : player.Title.titlePos5)); writeC((byte)(player.Title.titlePos6 > 255 ? 255 : player.Title.titlePos6)); writeH(0); writeC((byte)player.Title.titleEquiped1); writeC((byte)player.Title.titleEquiped2); writeC((byte)player.Title.titleEquiped3); writeD(player.TitleSlotCount); writeD(MapsConfig.getTutorial()); writeD(MapsConfig.getDeathMatch()); writeD(25);//M writeD(MapsConfig.getChaos()); writeD(MapsConfig.getEliminater()); writeD(MapsConfig.getDefense()); writeD(MapsConfig.getChallange()); writeD(MapsConfig.getDino()); writeD(MapsConfig.getSniper()); writeD(MapsConfig.getShotgun()); writeD(MapsConfig.getHeadHunter()); writeD(MapsConfig.getSoco()); writeD(MapsConfig.getCrossCounter()); writeD(MapsConfig.getDetroyer()); writeH((short)(1031 + MapUtils.mM.Count)); //1130 - Antes writeH(GetList(1)); writeH(GetList(2)); writeH(GetList(3)); writeH(GetList(4)); writeH(GetList(5)); writeH(GetList(6)); writeH(GetList(7)); writeH(GetList(8)); writeH(GetList(9)); foreach (short mode in MapUtils.mM) writeH(mode); writeB(new byte[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }); foreach (byte tag in MapUtils.mT) writeC(tag); writeC(0); writeC(0); writeC(0); writeC(0); writeC(0); writeC(0); writeC(1); writeH(57326); writeH(3); writeD(0); writeD(0); writeC(0); writeH(20); writeD(0); writeD(0); writeB(new byte[13]); writeC((player.Rank == 53 || player.Rank == 54) ? 1 : 0); writeC(0); writeC(0); writeC((byte)0); //christmas writeD(0); Event eve = getEvent(); if(eve != null && DateTimeUtils.getHourTime(0) != player.check_day && eve.time > player.checks) { writeD(eve.id); writeC(player.checks); //totalized check writeC(player.checks); //totalized check writeH(0); writeD(eve.startTime); writeS(eve.title, 59); writeC(0); writeC(2); writeC(eve.time); writeH(0); writeD(eve.id); writeD(eve.startTime); writeD(eve.finishTime); } else { writeB(new byte[88]); } writeB(new byte[48]); writeD(1); } public static int GetList(int value) { if (MapUtils.maps.ContainsKey(value)) return MapUtils.maps[value]; else return 0; } private void EuipedItems() { writeD(player.CharRed); writeD(player.CharBlue); writeD(player.CharHelmet); writeD(player.CharBeret); writeD(player.CharDino); writeD(player.WeaponPrimary); writeD(player.WeaponSecondary); writeD(player.WeaponMelee); writeD(player.WeaponThrownNormal); writeD(player.WeaponThrownSpecial); } private void LoadItems() { writeD(player.getInvetoryOnly(2).Count); // êîëè÷åñòâî ïðåäìåòîâ â ñëîòå "Ñîëäàò" writeD(player.getInvetoryOnly(1).Count); // êîëè÷åñòâî ïðåäìåòîâ â ñëîòå "Îðóæèå" writeD(player.getInvetoryOnly(3).Count); // êîëè÷åñòâî ïðåäìåòîâ â ñëîòå "Êóïîíû" writeD(0); // êîëè÷åñòâî ïðåäìåòîâ â íîâîì ñëîòå // Ñîëäàò for (int i = 0; i < player.getInvetoryOnly(2).Count; i++) { writeQ(player.getInvetoryOnly(2)[i].ItemType == 3 ? 0 : player.getInvetoryOnly(2)[i].ObjectId); writeD(player.getInvetoryOnly(2)[i].ItemId); writeC((byte)player.getInvetoryOnly(2)[i].Status); writeD(player.getInvetoryOnly(2)[i].Count); } // Îðóæèå for (int i = 0; i < player.getInvetoryOnly(1).Count; i++) { writeQ(player.getInvetoryOnly(1)[i].ItemType == 3 ? 0 : player.getInvetoryOnly(1)[i].ObjectId); writeD(player.getInvetoryOnly(1)[i].ItemId); writeC((byte)player.getInvetoryOnly(1)[i].Status); writeD(player.getInvetoryOnly(1)[i].Count); } // Êóïîíû for (int i = 0; i < player.getInvetoryOnly(3).Count; i++) { writeQ(player.getInvetoryOnly(3)[i].ItemType == 3 ? 0 : player.getInvetoryOnly(3)[i].ObjectId); writeD(player.getInvetoryOnly(3)[i].ItemId); writeC((byte)player.getInvetoryOnly(3)[i].Status); writeD(player.getInvetoryOnly(3)[i].Count); } } public Event getEvent() { Event e = null; foreach (Event ev in Program.checks) { if (ev.startTime < DateTimeUtils.getDateTime() && ev.finishTime > DateTimeUtils.getDateTime()) e = ev; } return e; }BC log [20170822:16:12:35] PureCall Setting [20170822:16:12:35] startLog [20170822:16:12:35] __ProhibitFile_Install >>> [20170822:16:12:35] __ProhibitFile_Install <<< [20170822:16:12:35] Install Hook >>> [20170822:16:12:35] Install Hook <<< [20170822:16:12:35] __ProhibitFile_GetUserFileListMD5 >>> [20170822:16:12:35] __ProhibitFile_GetUserFileListMD5 <<< [20170822:16:12:35] TryLoadGame >>> [20170822:16:12:35] TryLoadGame <<< [20170822:16:12:35] Check multiple running >>> [20170822:16:12:35] Check multiple running <<< [20170822:16:12:35] LoadString >>> [20170822:16:12:35] LoadString <<< [20170822:16:12:35] Memory Initialize >>> [20170822:16:12:35] Memory Initialize <<< [20170822:16:12:35] Register Metas >>> [2017/8/22-16h:12m:35s] ============================================= [2017/8/22-16h:12m:35s] Version Log( GAME_VER_MONTH 12 GAME_VER_DAY 20 ) [2017/8/22-16h:12m:35s] Version Log( GAME VER : 1.15.36.160509004 ) [2017/8/22-16h:12m:35s] Version Log( UDP PROTOCOL VER : 1012.12 ) [2017/8/22-16h:12m:35s] Build Log( May 9 2016, 13:33:15 ) [2017/8/22-16h:12m:35s] Play Log( 8 Mon - 22 Day, 16 Hour : 12 Min) [2017/8/22-16h:12m:35s] ============================================= [20170822:16:12:35] Register Metas <<< [20170822:16:12:35] File Size Check >>> E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:35] ./bdcap32.dll Size = 7661040 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:35] ./BugTrap.dll Size = 276992 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:35] ./D3DX9_38.dll Size = 3850760 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:35] ./dbghelp.dll Size = 640000 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:35] ./EditGameDlg.dll Size = 262144 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:35] ./fmodex.dll Size = 314880 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:35] ./i3BaseDx.dll Size = 711680 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:35] ./i3BaseDx_Cli.dll Size = 608256 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:35] ./i3FrameworkDx.dll Size = 2480640 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:35] ./i3GfxDx.dll Size = 1922560 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:35] ./i3GuiDx.dll Size = 497664 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:35] ./i3InputDx.dll Size = 823296 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:36] ./i3MathDx.dll Size = 369664 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:36] ./i3NetworkDx.dll Size = 279552 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:36] ./i3NetworkDx_Cli.dll Size = 828416 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:36] ./i3OptDx.dll Size = 1718272 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:36] ./i3SceneDx.dll Size = 2888704 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:36] ./i3SceneUtilDx.dll Size = 323584 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:36] ./i3SoundDx.dll Size = 342528 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:36] ./i3TDK.dll Size = 1823232 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:36] ./KbdHook.dll Size = 101888 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:36] ./libogg.dll Size = 16896 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:36] ./libpng.dll Size = 271360 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:36] ./libvorbis.dll Size = 1112576 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:36] ./libvorbisfile.dll Size = 28672 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:36] ./lua.dll Size = 829440 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:36] ./NxCharacter.2.8.1.dll Size = 116736 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:36] ./NxCooking.2.8.1.dll Size = 1047040 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:36] ./PhysXCore.2.8.1.dll Size = 5437440 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:36] ./PhysXLoader.2.8.1.dll Size = 119808 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:36] ./WinLockDLL.dll Size = 61352 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:36] ./zlib.dll Size = 255488 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:36] ./zlib1.dll Size = 59904 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\i3Viewer\Winmain.cpp(903) : [int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)] :[20170822:16:12:36] ./PointBlank.exe Size = 4005808 [20170822:16:12:36] File Size Check <<< [20170822:16:12:36] Init instance >>> [2017/8/22-16h:12m:59s] Open Pack Files <<< E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameInterface.cpp(515) : [bool __thiscall GameInterface::OnInitInstance(void *,void *)] :[20170822:16:13:00] = 3 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(417) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:00] CrateGlobal() Enter E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(420) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:00] * 1 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(813) : [void __cdecl MakeVersion(void)] :[20170822:16:13:05] MakeVersion() Enter E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(869) : [void __cdecl MakeVersion(void)] :[20170822:16:13:05] May 9 2016_2k.00 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(872) : [void __cdecl MakeVersion(void)] :[20170822:16:13:05] MakeVersion() Leave [2017/8/22-16h:13m:5s] Configuration init Start E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Config.cpp(211) : [int __cdecl Config::Init(void)] :[20170822:16:13:06] Failed to import from string file. (Script/String/russia/Basic_russia.txt) E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Config.cpp(211) : [int __cdecl Config::Init(void)] :[20170822:16:13:16] Failed to import from string file. (Script/String/russia/Weapon_russia.txt) E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Config.cpp(211) : [int __cdecl Config::Init(void)] :[20170822:16:13:20] Failed to import from string file. (Script/String/russia/Goods_russia.txt) E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Config.cpp(211) : [int __cdecl Config::Init(void)] :[20170822:16:13:20] Failed to import from string file. (Script/String/russia/Stage_russia.txt) [2017/8/22-16h:13m:20s] Configuration init Finish E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(502) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:20] Configuration load >>> E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(505) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:20] Configuration load <<< E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(508) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:20] Configuration Ex load >>> E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(513) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:20] Configuration Ex load <<< E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(537) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:21] Temp Config load >>> E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(540) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:21] Temp Config load <<< E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(544) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:21] Environment setting load >>> E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(547) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:21] Environment setting load <<< E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(550) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:21] Designation setting load >>> E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(553) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:21] Designation setting load <<< E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(561) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:21] Open Firewall >>> E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(576) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:21] Open Firewall <<< E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(579) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:21] i3Net Initialize >>> E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(585) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:21] i3Net Initialize <<< E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(590) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:21] V3 Firewall openning >>> E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(593) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:21] V3 Firewall Pre-Create. E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(595) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:21] V3 Firewall Create complete. E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(598) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:21] V3 Firewall First Send E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(600) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:21] V3 Firewall First Send complete E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(626) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:21] V3 Firewall openning <<< E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(631) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:21] User Font creation >>> E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(633) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:21] User Font creation <<< E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(636) : [int __cdecl CreateGlobal(void)] :[20170822:16:13:21] CrateGlobal() Leave E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameInterface.cpp(536) : [bool __thiscall GameInterface::OnInitInstance(void *,void *)] :[20170822:16:13:22] = 4 [20170822:16:13:22] Init instance <<< [20170822:16:13:22] Exit Check - 0 [20170822:16:13:22] Exit Check - 0 - 2 [20170822:16:13:22] Exit Check - 1 [20170822:16:13:22] Exit Check - 2 [20170822:16:13:22] Viewer init >>> [20170822:16:13:22] * 1 [20170822:16:13:22] * 2 [20170822:16:13:22] * 3 [20170822:16:13:22] * 4 [20170822:16:13:22] Viewer init <<< [20170822:16:13:22] Pre create framework >>> [20170822:16:13:22] Pre create framework <<< [20170822:16:13:22] i3Viewer create >>> E:\PB_Backup_All\2012_12_20\i3\src\i3Gfx\i3RenderContextDX.cpp(1288) : [bool __thiscall i3RenderContext::_CreateDevice(void)] :[20170822:16:13:22] i3RenderContext::_InvalidateGfxResource() Enter E:\PB_Backup_All\2012_12_20\i3\src\i3Gfx\i3RenderContextDX.cpp(1290) : [bool __thiscall i3RenderContext::_CreateDevice(void)] :[20170822:16:13:22] i3RenderContext::_InvalidateGfxResource() Leave E:\PB_Backup_All\2012_12_20\i3\src\i3Gfx\i3RenderContextDX.cpp(1339) : [bool __thiscall i3RenderContext::_CreateDevice(void)] :[20170822:16:13:22] i3RenderContext::CreateDevice() Enter E:\PB_Backup_All\2012_12_20\i3\src\i3Gfx\i3RenderContextDX.cpp(1388) : [bool __thiscall i3RenderContext::_CreateDevice(void)] :[20170822:16:13:22] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> E:\PB_Backup_All\2012_12_20\i3\src\i3Gfx\i3RenderContextDX.cpp(1389) : [bool __thiscall i3RenderContext::_CreateDevice(void)] :[20170822:16:13:22] >>>>>Create Device Type: D3DDEVTYPE_HAL E:\PB_Backup_All\2012_12_20\i3\src\i3Gfx\i3RenderContextDX.cpp(1390) : [bool __thiscall i3RenderContext::_CreateDevice(void)] :[20170822:16:13:22] >>>>>Create Device Behavior: E:\PB_Backup_All\2012_12_20\i3\src\i3Gfx\i3RenderContextDX.cpp(1411) : [bool __thiscall i3RenderContext::_CreateDevice(void)] :[20170822:16:13:22] i3RenderContext::CreateDevice() Leave E:\PB_Backup_All\2012_12_20\i3\src\i3Gfx\i3RenderContextDX.cpp(1477) : [bool __thiscall i3RenderContext::_CreateDevice(void)] :[20170822:16:13:22] >>>>>Current GPU Name: NVIDIA GeForce GTX 460 AvailableTextureMem 3143630848 E:\PB_Backup_All\2012_12_20\i3\src\i3Gfx\i3RenderContextDX.cpp(1478) : [bool __thiscall i3RenderContext::_CreateDevice(void)] :[20170822:16:13:22] >>>>>VS_Major_Ver 3 VS_Minor_Ver 0 E:\PB_Backup_All\2012_12_20\i3\src\i3Gfx\i3RenderContextDX.cpp(1479) : [bool __thiscall i3RenderContext::_CreateDevice(void)] :[20170822:16:13:22] >>>>>PS_Major_Ver 3 PS_Minor_Ver 0 E:\PB_Backup_All\2012_12_20\i3\src\i3Gfx\i3RenderContextDX.cpp(1654) : [int __thiscall i3RenderContext::ResetDevice(void)] :[20170822:16:13:22] i3RenderContext::ResetDevice() Enter E:\PB_Backup_All\2012_12_20\i3\src\i3Gfx\i3RenderContextDX.cpp(1666) : [int __thiscall i3RenderContext::ResetDevice(void)] :[20170822:16:13:22] i3RenderContext::ResetDevice() 1 E:\PB_Backup_All\2012_12_20\i3\src\i3Gfx\i3RenderContextDX.cpp(1717) : [int __thiscall i3RenderContext::ResetDevice(void)] :[20170822:16:13:22] i3RenderContext::ResetDevice() 2 E:\PB_Backup_All\2012_12_20\i3\src\i3Gfx\i3RenderContextDX.cpp(1721) : [int __thiscall i3RenderContext::ResetDevice(void)] :[20170822:16:13:22] i3RenderContext::ResetDevice() 3 E:\PB_Backup_All\2012_12_20\i3\src\i3Gfx\i3RenderContextDX.cpp(1725) : [int __thiscall i3RenderContext::ResetDevice(void)] :[20170822:16:13:22] i3RenderContext::ResetDevice() 4 E:\PB_Backup_All\2012_12_20\i3\src\i3Gfx\i3RenderContextDX.cpp(1729) : [int __thiscall i3RenderContext::ResetDevice(void)] :[20170822:16:13:22] i3RenderContext::ResetDevice() 5 E:\PB_Backup_All\2012_12_20\i3\src\i3Gfx\i3RenderContextDX.cpp(1735) : [int __thiscall i3RenderContext::ResetDevice(void)] :[20170822:16:13:22] i3RenderContext::ResetDevice() Leave [20170822:16:13:22] i3Viewer create <<< [20170822:16:13:22] i3Framework create >>> E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(647) : [int __cdecl CreateGlobal2(void)] :[20170822:16:13:22] CrateGlobal2() Enter E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(651) : [int __cdecl CreateGlobal2(void)] :[20170822:16:13:22] * 2 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(655) : [int __cdecl CreateGlobal2(void)] :[20170822:16:13:22] * 3 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(664) : [int __cdecl CreateGlobal2(void)] :[20170822:16:13:22] * 4 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(669) : [int __cdecl CreateGlobal2(void)] :[20170822:16:13:22] * 5 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(678) : [int __cdecl CreateGlobal2(void)] :[20170822:16:13:22] * 6 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(688) : [int __cdecl CreateGlobal2(void)] :[20170822:16:13:22] * 7 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(697) : [int __cdecl CreateGlobal2(void)] :[20170822:16:13:22] * 8 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(760) : [int __cdecl CreateGlobal2(void)] :[20170822:16:13:22] CrateGlobal2() Leave E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameInterface.cpp(677) : [class i3Framework *__thiscall GameInterface::CreateFramework(class i3Viewer *)] :[20170822:16:13:22] Game configuration set >>> E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameInterface.cpp(699) : [class i3Framework *__thiscall GameInterface::CreateFramework(class i3Viewer *)] :[20170822:16:13:22] Game configuration set <<< E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameInterface.cpp(701) : [class i3Framework *__thiscall GameInterface::CreateFramework(class i3Viewer *)] :[20170822:16:13:22] Framework creation >>> E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(916) : [void __thiscall CGameFramework::OnCreate(void)] :[20170822:16:13:22] * 1 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(944) : [void __thiscall CGameFramework::OnCreate(void)] :[20170822:16:13:22] * 1-1 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(953) : [void __thiscall CGameFramework::OnCreate(void)] :[20170822:16:13:22] * 2 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(959) : [void __thiscall CGameFramework::OnCreate(void)] :[20170822:16:13:22] * 3 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(962) : [void __thiscall CGameFramework::OnCreate(void)] :[20170822:16:13:22] * 4 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(967) : [void __thiscall CGameFramework::OnCreate(void)] :[20170822:16:13:22] * 5 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(975) : [void __thiscall CGameFramework::OnCreate(void)] :[20170822:16:13:22] * 6 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(983) : [void __thiscall CGameFramework::OnCreate(void)] :[20170822:16:13:22] * 7 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(1028) : [void __thiscall CGameFramework::OnCreate(void)] :[20170822:16:13:22] * 8 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(1033) : [void __thiscall CGameFramework::OnCreate(void)] :[20170822:16:13:22] * 9 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(1139) : [void __thiscall CGameFramework::OnCreate(void)] :[20170822:16:13:22] * 10 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(1168) : [void __thiscall CGameFramework::OnCreate(void)] :[20170822:16:13:23] * 11 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(1188) : [void __thiscall CGameFramework::OnCreate(void)] :[20170822:16:13:23] * 12 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(932) : [void __cdecl DestroySplashWindow(void)] :[20170822:16:13:23] DestroySplashWindow() Enter E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(940) : [void __cdecl DestroySplashWindow(void)] :[20170822:16:13:23] DestroySplashWindow() Leave E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(1218) : [void __thiscall CGameFramework::OnCreate(void)] :[20170822:16:13:23] * 13 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(1232) : [void __thiscall CGameFramework::OnCreate(void)] :[20170822:16:13:23] * 14 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(1255) : [void __thiscall CGameFramework::OnCreate(void)] :[20170822:16:13:23] * 15 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(1280) : [void __thiscall CGameFramework::OnCreate(void)] :[20170822:16:13:23] * 16 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(1297) : [void __thiscall CGameFramework::OnCreate(void)] :[20170822:16:13:23] * 17 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameInterface.cpp(707) : [class i3Framework *__thiscall GameInterface::CreateFramework(class i3Viewer *)] :[20170822:16:13:23] Framework creation <<< [20170822:16:13:23] i3Framework create <<< [20170822:16:13:23] Initialize Framework >>> E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameInterface.cpp(726) : [bool __thiscall GameInterface::OnInitFramework(class i3Framework *,const char *)] :[20170822:16:13:23] * 1 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameInterface.cpp(765) : [bool __thiscall GameInterface::OnInitFramework(class i3Framework *,const char *)] :[20170822:16:13:23] * 2 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameInterface.cpp(797) : [bool __thiscall GameInterface::OnInitFramework(class i3Framework *,const char *)] :[20170822:16:13:23] Set Network Info. E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameInterface.cpp(832) : [bool __thiscall GameInterface::OnInitFramework(class i3Framework *,const char *)] :[20170822:16:13:23] * 3 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameInterface.cpp(837) : [bool __thiscall GameInterface::OnInitFramework(class i3Framework *,const char *)] :[20170822:16:13:23] * 4 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameInterface.cpp(844) : [bool __thiscall GameInterface::OnInitFramework(class i3Framework *,const char *)] :[20170822:16:13:23] * 5 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameInterface.cpp(867) : [bool __thiscall GameInterface::OnInitFramework(class i3Framework *,const char *)] :[20170822:16:13:23] * 6 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameInterface.cpp(874) : [bool __thiscall GameInterface::OnInitFramework(class i3Framework *,const char *)] :[20170822:16:13:23] * 7 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameInterface.cpp(891) : [bool __thiscall GameInterface::OnInitFramework(class i3Framework *,const char *)] :[20170822:16:13:23] * 8 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameInterface.cpp(906) : [bool __thiscall GameInterface::OnInitFramework(class i3Framework *,const char *)] :[20170822:16:13:23] * 9 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameInterface.cpp(912) : [bool __thiscall GameInterface::OnInitFramework(class i3Framework *,const char *)] :[20170822:16:13:23] * 10 [20170822:16:13:23] Initialize Framework <<< E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(1577) : [void __thiscall CGameFramework::OnCommonLoadStart(int)] :[20170822:16:13:23] CommonLoadStart >>>> E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1171) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:23] --- RSC : Sound\Weapon.RSC E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1801) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:23] LoadRSC TRUE E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1171) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:23] --- RSC : Sound\Character.RSC E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1801) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:23] LoadRSC TRUE E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1171) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:23] --- RSC : Chara\AnimPack.RSC E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1801) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:23] LoadRSC TRUE E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1171) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:23] --- RSC : Chara\CharaTexture.RSC E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1801) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:23] LoadRSC TRUE E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1171) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:23] --- RSC : Equip\EquipTexture.RSC E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1801) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:23] LoadRSC TRUE E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1171) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:23] --- RSC : Chara\Character.RSC E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1801) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:23] LoadRSC TRUE E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1171) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:23] --- RSC : Equip\Equip.RSC E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1801) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:23] LoadRSC TRUE E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1171) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:23] --- RSC : Sound\Voice.RSC E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1801) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:23] LoadRSC TRUE E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1171) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:23] --- RSC : Sound\Interface.RSC E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1801) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:23] LoadRSC TRUE E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1171) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:24] --- RSC : Sound\Object.RSC E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1801) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:24] LoadRSC TRUE E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1171) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:24] --- RSC : Sound/Dinosaur.RSC E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1801) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:24] LoadRSC TRUE E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1171) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:24] --- RSC : Weapon/WeaponAnimPack.RSC E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1801) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:24] LoadRSC TRUE E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1171) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:24] --- RSC : Weapon/Weapon.RSC E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1801) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:24] LoadRSC TRUE E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1171) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:24] --- RSC : Effect/Define/EffectImage.RSC E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1801) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:24] LoadRSC TRUE E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1171) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:24] --- RSC : Effect/Define/Effects_High.RSC E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3ResourceManager.cpp(1801) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20170822:16:13:24] LoadRSC TRUE E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(1646) : [void __thiscall CGameFramework::OnCommonLoadStart(int)] :[20170822:16:13:24] Set FxList Path >>>> E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(1682) : [void __thiscall CGameFramework::OnCommonLoadStart(int)] :[20170822:16:13:24] Set FxList Path <<<< E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(1685) : [void __thiscall CGameFramework::OnCommonLoadStart(int)] :[20170822:16:13:24] CommonLoadStart <<<< E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(1696) : [void __thiscall CGameFramework::OnCommonLoading(int,float)] :[20170822:16:13:55] CommonLoading Complete E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(1702) : [void __thiscall CGameFramework::OnCommonLoadEnd(int)] :[20170822:16:13:56] CommonLoadEnd >>>> E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(950) : [int __cdecl InitManagers(void)] :[20170822:16:13:56] InitManagers() Enter E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(974) : [int __cdecl InitManagers(void)] :[20170822:16:14:02] InitManagers() Leave E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(1098) : [void __cdecl InitSound(void)] :[20170822:16:14:02] InitSound() Enter E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(1124) : [void __cdecl InitSound(void)] :[20170822:16:14:02] InitSound() Leave E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(1708) : [void __thiscall CGameFramework::OnCommonLoadEnd(int)] :[20170822:16:14:02] CommonLoadEnd <<<< E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3Framework.cpp(793) : [void __thiscall i3Framework::OnUpdate(float)] :[20170822:16:14:02] i3Framework::OnUpdate() - STATE_LOAD_END Enter E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3Framework.cpp(821) : [void __thiscall i3Framework::OnUpdate(float)] :[20170822:16:14:02] i3Framework::OnUpdate() - STATE_LOAD_END Leave E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(3341) : [void __thiscall CGameFramework::OnUpdate(float)] :[20170822:16:14:02] i3Framework::OnUpdate() - STATE_FADEIN_START Enter E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(3344) : [void __thiscall CGameFramework::OnUpdate(float)] :[20170822:16:14:02] i3Framework::OnUpdate() - STATE_FADEIN_START Leave E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Network\ClientTCPSocket.cpp(222) : [void __thiscall ClientTCPSocket::ForceDestroy(const char *,int)] :[20170822:16:14:03] Force Destroy TCP : E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Network\GameNetworkManager.cpp (line 193) [2017/8/22-16h:14m:3s] * LOGIN 1 [2017/8/22-16h:14m:3s] * LOGIN 2 E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(3703) : [void __thiscall CGameFramework::GotoNextStage(const char *,int,class i3StageInfo *)] :[20170822:16:14:03] [ENTER] GotoNextStage( Ready ) E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(3718) : [void __thiscall CGameFramework::GotoNextStage(const char *,int,class i3StageInfo *)] :[20170822:16:14:03] >> JumpStage() Ready E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(3730) : [void __thiscall CGameFramework::GotoNextStage(const char *,int,class i3StageInfo *)] :[20170822:16:14:03] [LEAVE] GotoNextStage( Ready ) E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3Framework.cpp(793) : [void __thiscall i3Framework::OnUpdate(float)] :[20170822:16:14:04] i3Framework::OnUpdate() - STATE_LOAD_END Enter E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\StageReady.cpp(567) : [void __thiscall CStageReady::OnCreate(void)] :[20170822:16:14:04] CStageReady::OnCreate() Enter E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\PopupChain.cpp(20) : [__thiscall PopupChainProc::PopupChainProc(void)] :[20170822:16:14:05] [PopupChainProc] Running New PopupChainSystem.. E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\StageReady.cpp(1748) : [void __thiscall CStageReady::_InitControl(void)] :[20170822:16:14:07] CStageReady::_InitControl() Enter E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\PhaseChannelList.cpp(509) : [void __thiscall CPhaseChannelList::OnInitControl(void)] :[20170822:16:14:07] CPhaseChannelList::OnInitControl() Enter E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(4045) : [void __thiscall CGameFramework::LoadNoticeFromFile(void)] :[20170822:16:14:07] No have Notice.txt file. E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(1098) : [void __cdecl InitSound(void)] :[20170822:16:14:07] InitSound() Enter E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(1124) : [void __cdecl InitSound(void)] :[20170822:16:14:07] InitSound() Leave E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\PhaseChannelList.cpp(621) : [void __thiscall CPhaseChannelList::OnInitControl(void)] :[20170822:16:14:07] CPhaseChannelList::OnInitControl() Leave E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(1098) : [void __cdecl InitSound(void)] :[20170822:16:14:07] InitSound() Enter E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(1124) : [void __cdecl InitSound(void)] :[20170822:16:14:07] InitSound() Leave E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\StageReady.cpp(1779) : [void __thiscall CStageReady::_InitControl(void)] :[20170822:16:14:07] CStageReady::_InitControl() Leave E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\StageReady.cpp(860) : [void __thiscall CStageReady::OnCreate(void)] :[20170822:16:14:07] CStageReady::OnCreate() Leave E:\PB_Backup_All\2012_12_20\i3\src\i3Framework\i3Framework.cpp(821) : [void __thiscall i3Framework::OnUpdate(float)] :[20170822:16:14:07] i3Framework::OnUpdate() - STATE_LOAD_END Leave E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(3341) : [void __thiscall CGameFramework::OnUpdate(float)] :[20170822:16:14:07] i3Framework::OnUpdate() - STATE_FADEIN_START Enter E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\GameFramework.cpp(3344) : [void __thiscall CGameFramework::OnUpdate(float)] :[20170822:16:14:07] i3Framework::OnUpdate() - STATE_FADEIN_START Leave [2017/8/22-16h:14m:7s] * GET_MYINFO_REQ [2017/8/22-16h:14m:7s] * PROTOCOL_BASE_GET_MYINFO_ACK E:\PB_Backup_All\2012_12_20\PointBlank\Source_New\ClientSource\Source\Game.cpp(76) : [void __stdcall MyErrHandler(__w64 int)] :[20170822:16:14:07] [BUG_TRAP] Crash occured.. starting..Êàðòû <?xml version="1.0" encoding="utf-8" ?> <list> <map mode="1" tag="0" list="1" map="2" /> <!-- Porto Akaba 429--> <map mode="1" tag="0" list="1" map="4" /> <!-- Porto Akaba 429--> <map mode="1" tag="0" list="1" map="16" /> <!-- Porto Akaba 429--> <map mode="1" tag="0" list="1" map="32" /> <!-- Luxville 8192--> <map mode="1" tag="0" list="1" map="64" /> <!-- Luxville 8192--> <map mode="1" tag="0" list="1" map="128" /> <!-- Luxville 8192--> <map mode="1024" tag="0" list="1" map="1" /> <!-- Storm Tube 32768--> <map mode="1024" tag="0" list="1" map="0" /> <!-- Storm Tube 32768--> <map mode="398" tag="0" list="1" map="4" /> <!-- Red Rock --> <map mode="398" tag="0" list="1" map="8" /> <!-- Old Library --> <map mode="398" tag="0" list="1" map="16" /> <!-- Mstation --> <map mode="398" tag="0" list="1" map="32" /> <!-- Midnight Zone --> <map mode="398" tag="0" list="1" map="64" /> <!-- Uptown --> <map mode="397" tag="0" list="1" map="128" /> <!-- Burning Hall 428--> <map mode="0" tag="0" list="1" map="256" /> <!-- Dsquad --> <map mode="398" tag="0" list="1" map="512" /> <!-- Crackdown --> <map mode="398" tag="0" list="1" map="1024" /> <!-- Saint Mansion --> <map mode="398" tag="0" list="1" map="2048" /> <!-- Eastern Road --> <map mode="1" tag="0" list="1" map="0" /> <!-- Porto Akaba 429--> <map mode="0" tag="0" list="1" map="0" /> <!-- Downtown 4096--> <map mode="0" tag="0" list="1" map="0" /> <!-- Luxville 8192--> <map mode="0" tag="0" list="1" map="0" /> <!-- Blow City 16384--> <map mode="0" tag="0" list="2" map="0" /> <!-- Erro 1--> <map mode="16" tag="0" list="2" map="2" /> <!-- Breakdown 2--> <map mode="398" tag="0" list="2" map="4" /> <!-- Training Camp --> <map mode="0" tag="0" list="2" map="0" /> <!-- Sentry Base 8--> <map mode="398" tag="0" list="2" map="16" /> <!-- Desert Camp 392--> <map mode="398" tag="0" list="2" map="32" /> <!-- Kick Point --> <map mode="398" tag="0" list="2" map="64" /> <!-- Face Rock --> <map mode="398" tag="0" list="2" map="128" /> <!-- Supply Base --> <map mode="398" tag="0" list="2" map="256" /> <!-- SandStorm 256--> <map mode="398" tag="0" list="2" map="512" /> <!-- Downtown 128--> <map mode="398" tag="0" list="2" map="1024" /> <!-- Luxville --> <map mode="398" tag="0" list="2" map="2048" /> <!-- Out Post --> <map mode="398" tag="0" list="2" map="4096" /> <!-- Blow City --> <map mode="0" tag="0" list="2" map="0" /> <!-- ?? 8192--> <map mode="398" tag="0" list="2" map="16384" /> <!-- Sentry Base --> <map mode="398" tag="0" list="2" map="32768" /> <!-- Hospital --> <map mode="398" tag="0" list="3" map="1" /> <!-- Downtown2 --> <map mode="398" tag="0" list="3" map="2" /> <!-- ShoppingCenter --> <map mode="398" tag="0" list="3" map="4" /> <!-- SandStorm --> <map mode="16" tag="0" list="3" map="8" /> <!-- Breakdown --> <map mode="0" tag="1" list="3" map="0" /> <!-- Erro 2 16--> <map mode="0" tag="1" list="3" map="0" /> <!-- Erro 3 32--> <map mode="0" tag="0" list="3" map="0" /> <!-- Helispot 64--> <map mode="128" tag="0" list="3" map="128" /> <!-- Black Panther --> <map mode="0" tag="0" list="3" map="0" /> <!-- Breeding Nest --> <map mode="0" tag="0" list="3" map="0" /> <!-- Dino Uptown --> <map mode="0" tag="0" list="3" map="0" /> <!-- Dino Breakdown --> <map mode="0" tag="0" list="3" map="0" /> <!-- Erro 4 2048--> <map mode="0" tag="0" list="3" map="0" /> <!-- Tutorial 4096--> <map mode="0" tag="0" list="3" map="0" /> <!-- ShoppingCenter 8192--> <map mode="398" tag="0" list="3" map="16384" /> <!-- Safari --> <map mode="398" tag="0" list="3" map="32768" /> <!-- DragonAlley --> <map mode="398" tag="0" list="4" map="1" /> <!-- MachuPicchu --> <map mode="398" tag="0" list="4" map="2" /> <!-- CargoShip --> <map mode="398" tag="0" list="4" map="4" /> <!-- Two Towers --> <map mode="0" tag="0" list="4" map="0" /> <!-- Crackdown 8--> <map mode="0" tag="0" list="4" map="0" /> <!-- Saint Masion 16--> <map mode="0" tag="0" list="4" map="0" /> <!-- D Squad 32--> <map mode="0" tag="0" list="4" map="0" /> <!-- Porto Akaba 64--> <map mode="0" tag="0" list="4" map="0" /> <!-- Mstation 128--> <map mode="398" tag="0" list="4" map="256" /> <!-- Training Camp 256--> <map mode="398" tag="0" list="4" map="512" /> <!-- AngkorRuins --> <map mode="0" tag="0" list="4" map="0" /> <!-- RedRock 1024--> <map mode="0" tag="0" list="4" map="0" /> <!-- Safari 2048--> <map mode="398" tag="0" list="4" map="4096" /> <!-- Ghost Town --> <map mode="398" tag="0" list="4" map="8192" /> <!-- GrandBazzar --> <map mode="64" tag="0" list="4" map="16384" /> <!-- DinoLab 16384--> <map mode="398" tag="0" list="4" map="32768" /> <!-- Under23 --> <map mode="398" tag="0" list="5" map="1" /> <!-- TaipeiCityMall --> <map mode="398" tag="0" list="5" map="2" /> <!-- Safari2 --> <map mode="398" tag="0" list="5" map="4" /> <!-- Airport --> <map mode="398" tag="0" list="5" map="8" /> <!-- Safari2 8--> <map mode="398" tag="0" list="5" map="16" /> <!-- Metrô --> <map mode="0" tag="0" list="5" map="0" /> <!-- Erro 5 32--> <map mode="0" tag="0" list="5" map="0" /> <!-- Erro 5-1 64--> <map mode="0" tag="0" list="5" map="0" /> <!-- Erro 5-2 128--> <map mode="0" tag="0" list="5" map="0" /> <!-- Erro 5-3 256--> <map mode="0" tag="0" list="5" map="0" /> <!-- Erro 5-4 512--> <map mode="0" tag="0" list="5" map="0" /> <!-- Erro 5-5 1024--> <map mode="0" tag="0" list="5" map="0" /> <!-- Erro 5-6 2048--> <map mode="0" tag="0" list="5" map="0" /> <!-- Erro 6 4096--> <map mode="398" tag="0" list="5" map="8192" /> <!-- Rush Hour --> <map mode="398" tag="0" list="5" map="16384" /> <!-- Cargo Port 16384--> <map mode="398" tag="0" list="5" map="32768" /> <!-- Black Mamba 32768--> <map mode="398" tag="0" list="6" map="1" /> <!-- Safe House 1--> <map mode="0" tag="0" list="6" map="0" /> <!-- BloodyHoliday 2--> <map mode="398" tag="0" list="6" map="4" /> <!-- WestStation 4--> <map mode="398" tag="0" list="6" map="8" /> <!-- Hard Rock 8--> <map mode="398" tag="0" list="6" map="16" /> <!-- HouseMuseum 16--> <map mode="398" tag="0" list="6" map="32" /> <!-- Parque Assombrado 32--> <map mode="398" tag="0" list="6" map="64" /> <!-- RothenVillage 64--> <map mode="128" tag="0" list="6" map="0" /> <!-- 87 128--> <map mode="398" tag="0" list="6" map="256" /> <!-- 88 WaterComplex 256--> <map mode="398" tag="0" list="6" map="512" /> <!-- 89 HotelCamuflage 512--> <map mode="398" tag="0" list="6" map="1024" /> <!-- Battleship --> <map mode="398" tag="0" list="6" map="0" /> <!-- 91 2048--> <map mode="398" tag="0" list="6" map="4096" /> <!-- 92 Ballistic 4096--> <map mode="398" tag="0" list="6" map="8192" /> <!-- 93 RampartTown 8192--> <map mode="398" tag="0" list="6" map="16384" /> <!-- FalluCity --> <map mode="0" tag="0" list="6" map="0" /> <!-- 95 32768--> <map mode="0" tag="0" list="7" map="0" /> <!-- 96 1--> <map mode="0" tag="0" list="7" map="0" /> <!-- 97 2--> <map mode="398" tag="0" list="7" map="4" /> <!-- 98 Hindrance 4--> <map mode="0" tag="0" list="7" map="8" /> <!-- Esgotos 8--> <map mode="398" tag="0" list="7" map="16" /> <!-- Favela 16--> <map mode="398" tag="0" list="7" map="32" /> <!-- 101 New Library 32--> <map mode="0" tag="1" list="7" map="0" /> <!-- 102 C_Sandstorm 64--> <map mode="0" tag="1" list="7" map="0" /> <!-- 103 Dinoruins 128--> <map mode="398" tag="1" list="7" map="256" /> <!-- 104 Fatal Zone 256--> <map mode="398" tag="1" list="7" map="512" /> <!-- 105 Marine Wave 512--> </list>PS íà ÿâå ýòîò ïàêåò ðàáîòàë íà c# íå õî÷åò íå ïîíèìàþ ÷òî òàêîå ïðîáûâàë óáèðàë 1 áàéò writec(1) ïðè îòïðàâêå èíâåíòîðÿ writeH(0); // Veersion 34 writeD(0x37); // Veersion 34 writeD(0x37); // Veersion 34 writeB(new byte[33]); writeH(0);//crosshair writeC(0x1F); writeC(1);çàõîäèëî íî íåáûëî íè îäíîãî ðåæèìà èãðû è íè îäíîé êàðòû ïîìîãèòå ïîæàëóéñòà |
Re: Âûëåòàåò êëèåíò ïðè ïîëó÷åíèå MyInfo
èñïðàâèë âñå õîðîøî èíâåíòàðü âûïåíäðèâàëñÿ
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Re: Âûëåòàåò êëèåíò ïðè ïîëó÷åíèå MyInfo
ß íà ýòî óæå âòîðîé äåíü ñìîòðþ kappa
Äàæå íå ïðåäñòàâëÿþ, êàê óìóäðÿþòñÿ òàê êîäèòü. Çà÷åì ýòî äåëàòü: Öèòàòà:
Öèòàòà:
short result = 0; for (int idx = 0; idx < 4; idx++) { var task = card.Tasks[idx]; if (task.Complete) result |= (short)(0x0f << 4 * idx); } writeH(result); |
Òåêóùåå âðåìÿ: 08:59. ×àñîâîé ïîÿñ GMT +3. |
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