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@ -16,6 +16,7 @@ class Bullet : public Entity
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MetaData::Equip* gun_meta = nullptr;
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MetaData::Equip* gun_meta = nullptr;
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MetaData::Equip* meta = nullptr;
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MetaData::Equip* meta = nullptr;
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Human* player = nullptr;
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Human* player = nullptr;
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Vector2D dir;
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Vector2D born_pos;
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Vector2D born_pos;
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Vector2D born_dir;
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Vector2D born_dir;
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@ -40,7 +40,6 @@ class Entity
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EntitySubType_e entity_subtype = EST_None;
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EntitySubType_e entity_subtype = EST_None;
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Room* room = nullptr;
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Room* room = nullptr;
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Vector2D pos;
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Vector2D pos;
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Vector2D dir;
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int updated_times = 0;
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int updated_times = 0;
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MovementComponent* movement = nullptr;
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MovementComponent* movement = nullptr;
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std::list<ColliderComponent*> colliders;
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std::list<ColliderComponent*> colliders;
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@ -42,7 +42,7 @@ void Human::FillMFObjectPart(cs::MFObjectPart* part_data)
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cs::MFPlayerPart* p = part_data->mutable_union_obj_1();
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cs::MFPlayerPart* p = part_data->mutable_union_obj_1();
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p->set_obj_uniid(entity_uniid);
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p->set_obj_uniid(entity_uniid);
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pos.ToPB(p->mutable_pos());
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pos.ToPB(p->mutable_pos());
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dir.ToPB(p->mutable_dir());
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attack_dir.ToPB(p->mutable_dir());
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}
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}
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void Human::FillMFObjectFull(cs::MFObjectFull* full_data)
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void Human::FillMFObjectFull(cs::MFObjectFull* full_data)
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@ -51,7 +51,7 @@ void Human::FillMFObjectFull(cs::MFObjectFull* full_data)
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cs::MFPlayerFull* p = full_data->mutable_union_obj_1();
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cs::MFPlayerFull* p = full_data->mutable_union_obj_1();
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p->set_obj_uniid(entity_uniid);
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p->set_obj_uniid(entity_uniid);
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pos.ToPB(p->mutable_pos());
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pos.ToPB(p->mutable_pos());
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dir.ToPB(p->mutable_dir());
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attack_dir.ToPB(p->mutable_dir());
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p->set_health(health);
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p->set_health(health);
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p->set_dead(dead);
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p->set_dead(dead);
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@ -26,6 +26,9 @@ class Human : public Entity
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MetaData::Equip* chest_meta = nullptr;
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MetaData::Equip* chest_meta = nullptr;
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MetaData::Equip* weapon_meta = nullptr;
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MetaData::Equip* weapon_meta = nullptr;
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Vector2D move_dir;
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Vector2D attack_dir;
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std::string name;
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std::string name;
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float health = 0.0;
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float health = 0.0;
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bool dead = false;
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bool dead = false;
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@ -45,7 +48,6 @@ class Human : public Entity
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HumanFrameData frame_data;
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HumanFrameData frame_data;
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bool moving = false;
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bool moving = false;
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Vector2D move_dir;
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std::set<Human*> my_seen_players;
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std::set<Human*> my_seen_players;
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std::set<Human*> seen_me_players;
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std::set<Human*> seen_me_players;
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