ClientPack/ClientToMapServer/CB2_NewFunction/FaceChange
ClientPack/ClientToMapServer/CB2_NewFunction/FaceChange.des
New file @@ -0,0 +1 @@ B2 26 头像幻化 #tagCMFaceChange ClientPack/ClientToMapServer/CB2_NewFunction/FaceChange.h
New file @@ -0,0 +1,7 @@ // B2 26 头像幻化 #tagCMFaceChange struct tagCMFaceChange { tagHead Head; DWORD FaceID; // 幻化的ID }; ClientPack/ClientToMapServer/CB2_NewFunction/FacePicChange
ClientPack/ClientToMapServer/CB2_NewFunction/FacePicChange.des
New file @@ -0,0 +1 @@ B2 28 头像框幻化 #tagCMFacePicChange ClientPack/ClientToMapServer/CB2_NewFunction/FacePicChange.h
New file @@ -0,0 +1,7 @@ // B2 28 头像框幻化 #tagCMFacePicChange struct tagCMFacePicChange { tagHead Head; DWORD FacePicID; // 幻化的ID }; ClientPack/ClientToMapServer/CB2_NewFunction/FacePicStarUP
ClientPack/ClientToMapServer/CB2_NewFunction/FacePicStarUP.des
New file @@ -0,0 +1 @@ B2 29 头像框升星 #tagCMFacePicStarUP ClientPack/ClientToMapServer/CB2_NewFunction/FacePicStarUP.h
New file @@ -0,0 +1,7 @@ // B2 29 头像框升星 #tagCMFacePicStarUP struct tagCMFacePicStarUP { tagHead Head; DWORD FacePicID; }; ClientPack/ClientToMapServer/CB2_NewFunction/FaceStarUP
ClientPack/ClientToMapServer/CB2_NewFunction/FaceStarUP.des
New file @@ -0,0 +1 @@ B2 27 头像升星 #tagCMFaceStarUP ClientPack/ClientToMapServer/CB2_NewFunction/FaceStarUP.h
New file @@ -0,0 +1,7 @@ // B2 27 头像升星 #tagCMFaceStarUP struct tagCMFaceStarUP { tagHead Head; DWORD FaceID; }; ServerPack/GameServerPack/HA4_Family/ChuangongInviteInfo.h
@@ -10,4 +10,5 @@ BYTE Job; // 玩家职业 WORD RealmLV; // 玩家境界等级 DWORD Face; //基本脸型 DWORD FacePic; //头像框 }; ServerPack/GameServerPack/HA9_Function/RecommendFriendsInfo.h
@@ -8,6 +8,7 @@ BYTE Job; WORD RealmLV; //境界 DWORD Face; //基本脸型 DWORD FacePic; //头像框 }; struct tagGCRecommendFriendsInfo ServerPack/GameServerPack/HA9_Function/SkyTowerPassPlayerInfo.h
@@ -8,6 +8,7 @@ WORD LV; //等级 WORD RealmLV; //境界 DWORD Face; //基本脸型 DWORD FacePic; //头像框 }; struct tagGCSkyTowerPassFloor ServerPack/GameServerPack/HB3_PlayerSocial/B3 03.h
@@ -8,4 +8,5 @@ WORD LV; WORD RealmLV; //境界等级 DWORD Face; //基本脸型 DWORD FacePic; //头像框 }; ServerPack/GameServerPack/HB3_PlayerSocial/tagGCAnswerPlayerShortInfo.h
@@ -11,4 +11,5 @@ BYTE IsInTeam; //是否有队伍 DWORD ServerGroupID; //服务器组ID DWORD Face; //基本脸型 DWORD FacePic; //头像框 }; ServerPack/GameServerPack/HB3_PlayerSocial/tagGCFriendInfo.h
@@ -9,6 +9,7 @@ WORD RealmLV; //境界 BYTE OnlineType; //0不在线 1在线 2脱机在线 DWORD Face; //基本脸型 DWORD FacePic; //头像框 }; ServerPack/MapServerPack/HA1_Sys/DBPlayer.h
@@ -99,5 +99,6 @@ DWORD ExAttr20; //预留的扩展属性字段,用来存放项目特定的属性 DWORD HPEx; //当前血量 超过E的记录 DWORD Face; //基本脸型 DWORD FacePic; //头像框 DWORD RoleType; //角色类型(各项目可自定义含义,如种族,与职业区分) }; ServerPack/MapServerPack/HB1_Role/FaceInfo
ServerPack/MapServerPack/HB1_Role/FaceInfo.des
New file @@ -0,0 +1 @@ B1 17 头像信息 #tagMCFaceInfo ServerPack/MapServerPack/HB1_Role/FaceInfo.h
New file @@ -0,0 +1,16 @@ // B1 17 头像信息 #tagMCFaceInfo struct tagMCFace { DWORD FaceID; //头像ID DWORD LightTime; //点亮时间戳 DWORD ExpireTime; //有效时间秒,0为配表固定时间,如果配表时间也为0即代表永久;到期时间=点亮时间+有效时间 BYTE Star; // 星级 }; struct tagMCFaceInfo { tagHead Head; BYTE Count; tagMCFace FaceList[Count]; }; ServerPack/MapServerPack/HB1_Role/FacePicInfo
ServerPack/MapServerPack/HB1_Role/FacePicInfo.des
New file @@ -0,0 +1 @@ B1 18 头像框信息 #tagMCFacePicInfo ServerPack/MapServerPack/HB1_Role/FacePicInfo.h
New file @@ -0,0 +1,16 @@ // B1 18 头像框信息 #tagMCFacePicInfo struct tagMCFacePic { DWORD FacePicID; //头像框ID DWORD LightTime; //点亮时间戳 DWORD ExpireTime; //有效时间秒,0为配表固定时间,如果配表时间也为0即代表永久;到期时间=点亮时间+有效时间 BYTE Star; //星级 }; struct tagMCFacePicInfo { tagHead Head; BYTE Count; tagMCFacePic FacePicList[Count]; };