添加弹药
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@ -13,7 +13,7 @@ Human::Human()
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movement = new MovementComponent();
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movement->owner = this;
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default_weapon.weapon_idx = 0;
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default_weapon.weapon_id = 12102;
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default_weapon.weapon_id = 12101;
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default_weapon.weapon_lv = 1;
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default_weapon.meta = MetaMgr::Instance()->GetEquip(default_weapon.weapon_id);
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weapons.reserve(MAX_WEAPON_NUM);
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@ -404,7 +404,7 @@ void Player::UpdateDropWeapon()
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{
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Vector2D dir = Vector2D::UP;
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dir.Rotate(a8::RandAngle());
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entity->pos = pos + dir * (5 + rand() % 50);
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entity->pos = pos + dir * (25 + rand() % 50);
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}
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entity->item_id = weapon_id;
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entity->count = 1;
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@ -124,4 +124,5 @@ void Weapon::ToPB(cs::MFWeapon* pb_obj)
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pb_obj->set_weapon_id(weapon_id);
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pb_obj->set_weapon_lv(weapon_lv);
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pb_obj->set_num(num);
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pb_obj->set_ammo(ammo);
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}
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@ -70,6 +70,7 @@ struct Weapon
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int weapon_id = 0;
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int weapon_lv = 0;
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int num = 0;
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int ammo = 0;
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MetaData::Equip* meta = nullptr;
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void ToPB(cs::MFWeapon* pb_obj);
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@ -125,6 +125,7 @@ message MFWeapon
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optional int32 weapon_id = 1; //武器id 当weapon_id == 0时表示无装备(装备位置显示空)
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optional int32 weapon_lv = 2; //武器等级
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optional int32 num = 3; //数量 手雷和烟雾弹时该字段有意义
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optional int32 ammo = 4; //弹药数
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}
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//玩家信息-部分
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@ -357,21 +358,23 @@ message MFActivePlayerData
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optional int32 cur_scope = 10; //当前视野倍数 1 2 4 8 15
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/*
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0: 9mm
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1: 762mm
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2: 556mm
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1: 556mm
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2: 762mm
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3: 12gauge
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4: frag 手雷
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5: smoke 烟雾弹
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6: bandage 绷带
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4: rpg火药(榴弹炮)
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5: frag 手雷
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6: smoke 烟雾弹
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7: healthkit 医疗包
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8: soda 苏打
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9: painkiller 止痛药
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8: 止痛药
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9:
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10:
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11:
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10: 1xscope
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11: 2xscope
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12: 4xscope
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13: 8xscope
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14: 15xscope
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12: 1xscope
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13: 2xscope
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14: 4xscope
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15: 8xscope
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16: 15xscope
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*/
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repeated int32 inventory = 11; //库存
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@ -64,6 +64,9 @@ message Equip
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optional int32 number = 18; //视野参数
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optional int32 volume = 19; //装备容量
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optional int32 bullet_rad = 20; //子弹半径
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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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}
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message Player
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