完成背包数值
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38a05c0214
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@ -575,9 +575,11 @@ void Player::LootInteraction(Loot* entity)
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if (item_meta->i->equip_subtype() == 1) {
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//近战
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if (default_weapon.weapon_id != weapons[0].weapon_id) {
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/*
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cs::SMPickup notifymsg;
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notifymsg.set_error_code(2);
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SendNotifyMsg(notifymsg);
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*/
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return;
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} else {
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weapons[0].weapon_idx = 0;
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@ -603,9 +605,11 @@ void Player::LootInteraction(Loot* entity)
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}
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}
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if (!weapon) {
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/*
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cs::SMPickup notifymsg;
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notifymsg.set_error_code(2);
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SendNotifyMsg(notifymsg);
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*/
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return;
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}
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weapon->weapon_id = entity->item_id;
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@ -634,9 +638,11 @@ void Player::LootInteraction(Loot* entity)
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if (GetInventory(item_meta->i->_inventory_slot()) >=
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GetVolume(item_meta->i->_inventory_slot())
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) {
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/*
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cs::SMPickup notifymsg;
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notifymsg.set_error_code(1);
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SendNotifyMsg(notifymsg);
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*/
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return;
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}
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int add_num = GetVolume(item_meta->i->_inventory_slot()) -
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@ -336,12 +336,20 @@ void Room::FillSMMapInfo(cs::SMMapInfo& map_info)
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void Room::DropItem(Vector2D pos, int item_id, int item_count)
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{
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{
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Vector2D dir = Vector2D::UP;
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dir.Rotate(a8::RandAngle());
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pos = pos + dir * (25 + rand() % 50);
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MetaData::Equip* equip_meta = MetaMgr::Instance()->GetEquip(item_id);
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if (equip_meta && equip_meta->i->group_num() > 0 && item_count > 0) {
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int total_count = item_count;
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while (total_count > 0) {
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int drop_num = std::min(total_count, equip_meta->i->group_num());
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{
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Vector2D dir = Vector2D::UP;
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dir.Rotate(a8::RandAngle());
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pos = pos + dir * (25 + rand() % 50);
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}
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CreateLoot(item_id, pos, drop_num);
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total_count -= drop_num;
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}
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}
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CreateLoot(item_id, pos, item_count);
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}
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void Room::CreateBuilding(int thing_id, float building_x, float building_y)
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@ -682,14 +682,6 @@ message SMGameOver
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repeated MFPlayerStats player_stats = 6; //玩家信息统计
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}
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//拾取
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message SMPickup
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{
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optional int32 error_code = 1; //0:没有错误 1:背包空间不足 2:物品已拥有 3:物品已装备
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optional int32 item_id = 2; //道具id
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optional int32 count = 3; //获得数量
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}
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//断线通知
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message SMDisconnectNotify
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{
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@ -66,10 +66,11 @@ message Equip
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optional int32 time = 17; //时间
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optional string volume = 19; //装备容量
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optional int32 bullet_rad = 20; //子弹半径
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optional int32 group_num = 21; //每组数量
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optional string bullet_born_offset = 30; //子弹出生偏移
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optional string inventory_slot = 21; //库存槽位
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optional int32 _inventory_slot = 22; //库存槽位
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optional string inventory_slot = 31; //库存槽位
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optional int32 _inventory_slot = 32; //库存槽位
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}
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message Player
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