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@ -9,6 +9,7 @@
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#include "loot.h"
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#include "loot.h"
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#include "collision.h"
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#include "collision.h"
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#include "building.h"
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#include "building.h"
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#include "hero.h"
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Human::Human():Entity()
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Human::Human():Entity()
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{
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{
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@ -608,7 +609,7 @@ void Human::DoSkill()
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break;
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break;
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case ST_SummonHero:
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case ST_SummonHero:
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{
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{
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SummonHero();
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}
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}
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break;
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break;
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case ST_Accelerate:
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case ST_Accelerate:
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@ -1074,7 +1075,7 @@ void Human::FillBodyState(::google::protobuf::RepeatedPtrField<::cs::MFBodyState
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int passed_time = (room->frame_no - hide_frameno_) * FRAME_RATE_MS;
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int passed_time = (room->frame_no - hide_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_Hide);
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state->set_state_type(HS_Hide);
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state->set_left_time(std::max(0, skill_meta->i->cd_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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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_Accelerate) && skill_meta) {
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if (a8::HasBitFlag(status, HS_Accelerate) && skill_meta) {
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@ -1113,3 +1114,8 @@ 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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}
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}
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void Human::SummonHero()
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{
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}
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@ -150,6 +150,7 @@ class Human : public Entity
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int GetVolume(int slot_id);
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int GetVolume(int slot_id);
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void RecoverHp(int inc_hp);
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void RecoverHp(int inc_hp);
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void FillBodyState(::google::protobuf::RepeatedPtrField<::cs::MFBodyState>* states);
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void FillBodyState(::google::protobuf::RepeatedPtrField<::cs::MFBodyState>* states);
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void SummonHero();
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protected:
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protected:
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long long last_shot_frameno_ = 0;
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long long last_shot_frameno_ = 0;
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