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void CGameScence::OnDecryptMask(char *pszMsg)
{
char ttBuf[0x1000];
char szChar[3][0x40];
char szMask[0x400];
long nMask[3];
int nDestLen;
nDestLen = fnDecode6BitBuf(pszMsg, ttBuf, 0x1000);
long nIdentity = m_xMyHero.m_dwID;
ZeroMemory(szMask, 0x400);
ProduceMask(nIdentity, szMask);
MakeMask(szMask);
m_xSocket.OnDecryptMask(szMask);
memcpy(szChar[0], ttBuf, 0x14);
memcpy(szChar[1], ttBuf + 0x14, 0x14);
memcpy(szChar[2], ttBuf + 0x28, 0x14);
szChar[0][0x15] = '/0';
szChar[1][0x15] = '/0';
szChar[2][0x15] = '/0';
nMask[0] = GetGameMsgMask((BYTE *)szChar[0]);
nMask[1] = GetGameMsgMask((BYTE *)szChar[1]);
nMask[2] = GetGameMsgMask((BYTE *)szChar[2]);
m_wMask[0] = nMask[2] &
0xffff;
m_wMask[1] = nMask[0] &
0xffff;
m_wMask[2] = nMask[1] &
0xffff;
}
{
char ttBuf[0x1000];
char szChar[3][0x40];
char szMask[0x400];
long nMask[3];
int nDestLen;
nDestLen = fnDecode6BitBuf(pszMsg, ttBuf, 0x1000);
long nIdentity = m_xMyHero.m_dwID;
ZeroMemory(szMask, 0x400);
ProduceMask(nIdentity, szMask);
MakeMask(szMask);
m_xSocket.OnDecryptMask(szMask);
memcpy(szChar[0], ttBuf, 0x14);
memcpy(szChar[1], ttBuf + 0x14, 0x14);
memcpy(szChar[2], ttBuf + 0x28, 0x14);
szChar[0][0x15] = '/0';
szChar[1][0x15] = '/0';
szChar[2][0x15] = '/0';
nMask[0] = GetGameMsgMask((BYTE *)szChar[0]);
nMask[1] = GetGameMsgMask((BYTE *)szChar[1]);
nMask[2] = GetGameMsgMask((BYTE *)szChar[2]);
m_wMask[0] = nMask[2] &
0xffff;
m_wMask[1] = nMask[0] &
0xffff;
m_wMask[2] = nMask[1] &
0xffff;
}