thank you, but I have already tried to change the flags to "0". Is there something maybe with the account Type?I recommend using this
http://www.************/index/flaggenerator
https://github.com/otland/forgotten...d819a5397e8f2f9bc4/src/protocolgame.cpp#L2793I have set flags to 0 in groups & still get full light. I am assuming that it is a source edit, but no idea where to start to look.
https://github.com/otland/forgotten...d819a5397e8f2f9bc4/src/protocolgame.cpp#L2793
Couldn't find anything else![]()
LightInfo lightInfo;
creature->getCreatureLight(lightInfo);
msg.addByte(player->isAccessPlayer() ? 0x02 : lightInfo.level);
msg.addByte(lightInfo.color);
void ProtocolGame::AddWorldLight(NetworkMessage& msg, const LightInfo& lightInfo)
{
msg.addByte(0x82);
msg.addByte((player->isAccessPlayer() ? 0xFF : lightInfo.level));
msg.addByte(lightInfo.color);
}
void ProtocolGame::AddWorldLight(NetworkMessage& msg, const LightInfo& lightInfo)
{
msg.addByte(0x82);
msg.addByte(lightInfo.level);
msg.addByte(lightInfo.color);
}
I get no creditFor anyone that may want to remove Full Light from Admin:
Replace:
With:Code:void ProtocolGame::AddWorldLight(NetworkMessage& msg, const LightInfo& lightInfo) { msg.addByte(0x82); msg.addByte((player->isAccessPlayer() ? 0xFF : lightInfo.level)); msg.addByte(lightInfo.color); }
Code:void ProtocolGame::AddWorldLight(NetworkMessage& msg, const LightInfo& lightInfo) { msg.addByte(0x82); msg.addByte(lightInfo.level); msg.addByte(lightInfo.color); }
Credit: @Marcelo Druida