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@ -1116,7 +1116,7 @@ void Human::FillBodyState(::google::protobuf::RepeatedPtrField<::cs::MFBodyState
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state->set_lasting_time(skill_meta->i->last_time() * 1000);
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state->set_lasting_time(skill_meta->i->last_time() * 1000);
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}
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}
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if (a8::HasBitFlag(status, HS_SummonHero) && skill_meta) {
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if (a8::HasBitFlag(status, HS_SummonHero) && skill_meta) {
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int passed_time = (room->frame_no - reflect_damage_frameno_) * FRAME_RATE_MS;
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int passed_time = (room->frame_no - summon_hero_frameno_) * FRAME_RATE_MS;
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cs::MFBodyState* state = states->Add();
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cs::MFBodyState* state = states->Add();
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state->set_state_type(HS_SummonHero);
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state->set_state_type(HS_SummonHero);
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state->set_left_time(std::max(0, skill_meta->i->last_time() * 1000 - passed_time));
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state->set_left_time(std::max(0, skill_meta->i->last_time() * 1000 - passed_time));
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@ -1128,7 +1128,7 @@ void Human::SummonHero()
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{
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{
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Hero* hero = room->CreateHero(this);
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Hero* hero = room->CreateHero(this);
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if (hero) {
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if (hero) {
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hide_frameno_ = room->frame_no;
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summon_hero_frameno_ = room->frame_no;
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a8::SetBitFlag(status, HS_SummonHero);
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a8::SetBitFlag(status, HS_SummonHero);
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room->xtimer.AddDeadLineTimerAndAttach(skill_meta->i->last_time() * SERVER_FRAME_RATE,
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room->xtimer.AddDeadLineTimerAndAttach(skill_meta->i->last_time() * SERVER_FRAME_RATE,
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a8::XParams()
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a8::XParams()
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