能量护盾ok
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@ -76,6 +76,12 @@ void Human::FillMFObjectFull(cs::MFObjectFull* full_data)
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p->set_chest(chest);
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curr_weapon->ToPB(p->mutable_weapon());
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p->set_energy_shield(energy_shield);
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#if 1
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{
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int max_energy_shield = MetaMgr::Instance()->GetSysParamAsInt("max_energy_shield");
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p->set_max_energy_shield(max_energy_shield);
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}
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#endif
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p->set_vip(vip);
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p->set_sdmg(sdmg);
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}
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@ -486,9 +492,13 @@ void Human::BeKill(int killer_id, const std::string& killer_name)
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void Human::DecHP(float dec_hp, int killer_id, const std::string& killer_name)
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{
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health = std::max(0.0f, health - dec_hp);
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if (health <= 0.0001f) {
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BeKill(killer_id, killer_name);
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if (energy_shield > 0.001f) {
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energy_shield = std::max(0.0f, energy_shield - dec_hp);
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} else {
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health = std::max(0.0f, health - dec_hp);
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if (health <= 0.0001f) {
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BeKill(killer_id, killer_name);
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}
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}
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SyncAroundPlayers();
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}
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@ -887,6 +887,13 @@ void Player::FillMFActivePlayerData(cs::MFActivePlayerData* player_data)
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p->set_left_time(left_time);
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p->set_lasting_time(anodyne_max_time * 1000);
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}
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player_data->set_energy_shield(energy_shield);
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#if 1
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{
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int max_energy_shield = MetaMgr::Instance()->GetSysParamAsInt("max_energy_shield");
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player_data->set_max_energy_shield(max_energy_shield);
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}
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#endif
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}
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void Player::FillMFGasData(cs::MFGasData* gas_data)
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@ -157,6 +157,7 @@ message MFPlayerFull
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optional int32 energy_shield = 19; //能量护盾
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optional int32 vip = 20; //vip
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optional int32 sdmg = 21;
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optional int32 max_energy_shield = 22; //最大能量护盾
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}
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//阻挡物-部分
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@ -384,6 +385,9 @@ message MFActivePlayerData
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optional int32 cur_weapon_idx = 15; //当前武器索引 0-4
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repeated MFWeapon weapons = 16; //武器列表1-4 0:拳头 1:枪 2:枪 3:手雷 4:烟雾弹
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optional int32 energy_shield = 40; //能量护盾
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optional int32 max_energy_shield = 41; //最大能量护盾
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optional int32 spectator_count = 20;
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repeated MFBodyState states = 27; //角色状态
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}
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