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@ -580,7 +580,7 @@ void Human::DoSkill()
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if (skill_meta && skill_meta->i->condition() == SC_Active) {
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int passed_time = (room->frame_no - last_use_skill_frameno_) * FRAME_RATE_MS;
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int skill_left_time = std::max(0, skill_meta->i->last_time() * 1000 - passed_time);
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if (skill_left_time <= 0) {
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if (skill_left_time <= 0 || last_use_skill_frameno_ == 0) {
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skill_xtimer_attacher_.ClearTimerList();
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switch (skill_meta->i->type()) {
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case ST_Hide:
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@ -938,10 +938,15 @@ void Human::FillMFActivePlayerData(cs::MFActivePlayerData* player_data)
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#endif
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#if 1
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if (skill_meta) {
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int passed_time = (room->frame_no - last_use_skill_frameno_) * FRAME_RATE_MS;
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int skill_left_time = std::max(0, skill_meta->i->cd_time() * 1000 - passed_time);
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player_data->set_skill_left_time(skill_left_time);
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player_data->set_skill_cd_time(skill_meta->i->cd_time() * 1000);
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if (last_use_skill_frameno_ == 0) {
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player_data->set_skill_left_time(0);
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player_data->set_skill_cd_time(skill_meta->i->cd_time() * 1000);
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} else {
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int passed_time = (room->frame_no - last_use_skill_frameno_) * FRAME_RATE_MS;
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int skill_left_time = std::max(0, skill_meta->i->cd_time() * 1000 - passed_time);
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player_data->set_skill_left_time(skill_left_time);
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player_data->set_skill_cd_time(skill_meta->i->cd_time() * 1000);
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}
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}
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#endif
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FillBodyState(player_data->mutable_states());
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