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Вылетает клиент при получение MyInfo
#1
[SRC="csharp"]writeD(0);
writeC(36); // unk
writeS(player.Name, 33);
writeD(player.Exp);
writeD(player.Rank);
writeD(player.Rank); // �º�°�º �½�¸ Ñ�Ñ‚Ñ€�°�½�½�¾ �»�µÑ‚�¸Ñ‚ Ñ‚�¾�¶�µ ч�¸Ñ��»�¾ чт�¾ �¸ �² Ñ€�°�½�³�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); // �¦�²�µÑ‚ �º�»�°�½�°
writeC(0); // unk
writeD(0); // unk
writeD(0); // TODO �¿�¾Ñ��¼�¾Ñ‚Ñ€�µÑ‚ÑŒ Ñ��½�¸Ñ„Ñ„
writeD(0); // TODO �¿�¾Ñ��¼�¾Ñ‚Ñ€�µÑ‚ÑŒ Ñ��½�¸Ñ„Ñ„
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); // количество предметов в слоте "Солдат"
writeD(player.getInvetoryOnly(1).Count); // количество предметов в слоте "Оружие"
writeD(player.getInvetoryOnly(3).Count); // количество предметов в слоте "Купоны"
writeD(0); // количество предметов в новом слоте
// Солдат
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);
}
// Оружие
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);
}
// Купоны
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;
}[/SRC]
BC log [SRC="pascal"][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:TongueopupChainProc(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..
[/SRC]
Карты [SRC="xml"]<?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 Libr...
Ответ
#2
исправил все хорошо инвентарь выпендривался
Ответ
#3
Я на это уже второй день смотрю kappa
Даже не представляю, как умудряются так кодить.

Зачем это делать:
slawa560 Написал:[SRC="csharp"]
writeS(clan == null ? "" : player.Clan.ClanName, 17);
writeH(clan == null ? 0 : player.Clan.Rank);
[/SRC]

Дальше я вообще очумел,
slawa560 Написал:[SRC="csharp"]
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));
(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],
[/SRC]

[SRC="csharp"]
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);
[/SRC]
Разработка Emu: PiercingBlow 90%, APB Reloaded 100%.
Самый действенный инструмент для самообучения - грабли.
Ответ


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