05-17-2021, 04:17 PM
Tab:
if( pMsg->wParam == VK_TAB )
{
#if (defined(G_JAPAN) || defined(G_GERMAN) || defined(G_EUROPE3) || defined(G_EUROPE2) || defined(G_NETHERLANDS) )
return FALSE;
#endif
return FALSE; //disabled tab targeting
if (g_InputTabTime > 0)
{
INT64 DeltaTime = _pTimer->GetHighPrecisionTimer().GetMilliseconds() - g_InputTabTime;
if (DeltaTime < 500)
{
return TRUE;
}
}
g_InputTabTime = _pTimer->GetHighPrecisionTimer().GetMilliseconds();
CEntity *penPlEntity;
CPlayerEntity *penPlayerEntity;
penPlEntity = CEntity::GetPlayerEntity( 0 );
penPlayerEntity = static_cast<CPlayerEntity *>(penPlEntity);
penPlayerEntity->EnemyTargetSelected_InputTab();
return TRUE;
}
It cancels the function before the target is changed
Dungeontime:
gameserver release folder -> .dungeontime
There's a list of hours with 0 and 1 and a list of zones with the % values of exp during the dungeontime, so 100 means dungeontime doesnt work in this zone (it's the same order as the zones in your database/source, with juno being the first one etc

