[Point Blank] Вылетает клиент при получение MyInfo - Форум администраторов игровых серверов
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Point Blank (Piercing Blow)
Общие вопросы по написанию эмулятора. General questions on developing emulator. При поддержке: Lucera 2 - разработка Java Interlude

Описание темы:Прошу помощи сломал всю голову

Ответ
Опции темы
Непрочитано 22.08.2017, 14:17   #1
Пользователь

Автор темы (Топик Стартер) Вылетает клиент при получение MyInfo

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;
        }
Code: C#
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..
 
Code: Pascal
Карты
<?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" /> <!-- Metr&#244; -->
<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>
Code: XML
PS на яве этот пакет работал на c# не хочет не понимаю что такое пробывал убирал 1 байт writec(1) при отправке инвенторя
 writeH(0); // Veersion 34
            writeD(0x37); // Veersion 34
            writeD(0x37); // Veersion 34
            writeB(new byte[33]);
            writeH(0);//crosshair
            writeC(0x1F);
            writeC(1);
Code: C#
заходило но небыло ни одного режима игры и ни одной карты помогите пожалуйста
slawa560 вне форума Ответить с цитированием
Непрочитано 22.08.2017, 15:47   #2
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Автор темы (Топик Стартер) Re: Вылетает клиент при получение MyInfo

исправил все хорошо инвентарь выпендривался
slawa560 вне форума Ответить с цитированием
Непрочитано 23.08.2017, 18:02   #3
Аватар для Awiion

По умолчанию Re: Вылетает клиент при получение MyInfo

Я на это уже второй день смотрю
Даже не представляю, как умудряются так кодить.

Зачем это делать:
Цитата:
Сообщение от slawa560 Посмотреть сообщение
 
writeS(clan == null ? "" : player.Clan.ClanName, 17);
writeH(clan == null ? 0 : player.Clan.Rank); 
 
Code: C#
Дальше я вообще очумел,
Цитата:
Сообщение от slawa560 Посмотреть сообщение
 
  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],
 
Code: C#
 
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);
 
Code: C#
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