• You've discovered RedGuides 📕 an EverQuest multi-boxing community 🛡️🧙🗡️. We want you to play several EQ characters at once, come join us and say hello! 👋
  • IS THIS SITE UGLY? Change the look. To dismiss this notice, click the X --->

anti warp / zone (1 Viewer)

Most of the anti-war / zone coding is avoided with the current source codes of plugins. The only things I ever need to do with my compiles now are remove timestamp check, re-add strings, update structs and offsets in my .h file, and change the loading message. Oh! And you have to fix the thing in MQ2Commands.cpp.

At line 643, add the following comments in:
Rich (BB code):
VOID PluginCmdSort(VOID)
{
    /*PMQCOMMAND pCmd=pCommands;
    int i;
    while(pCmd) {
        if (pCmd->EQ==0) {
            //
            for(i=0;i<sizeof(keyarray)/4;i+=4) {
                if (!stricmp(pCmd->Command, (char *)&keyarray)) {
	            pCmd->Function=CmdCmd;
                }
            }
        }
        pCmd=pCmd->pNext;
    }*/
}
 
The source codes that are being used for plugins work around the MQ2 Dev's attempts to break them. In other words instead of defining a function that is already defined in the source code of MQ2 they use some off the wall name.

This avoids the roadblocks. That snippet of code listed above blocks the /warp command.
 
anti warp / zone

Users who are viewing this thread

Back
Top