流量优化
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@ -47,8 +47,10 @@ void FrameEvent::AddShot(Human* hum)
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} else {
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} else {
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hum->curr_weapon->ToPB(p.mutable_weapon());
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hum->curr_weapon->ToPB(p.mutable_weapon());
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}
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}
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#if 0
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p.set_offhand(true);
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p.set_offhand(true);
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p.set_bullskin(10001);
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p.set_bullskin(10001);
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#endif
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}
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}
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{
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{
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int shot_idx = shots_.size() - 1;
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int shot_idx = shots_.size() - 1;
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@ -75,7 +77,9 @@ void FrameEvent::AddBullet(Human* hum, a8::Vec2 born_pos, a8::Vec2 dir, float fl
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}
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}
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TypeConvert::ToPb(born_pos, p.mutable_pos());
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TypeConvert::ToPb(born_pos, p.mutable_pos());
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TypeConvert::ToPb(dir, p.mutable_dir());
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TypeConvert::ToPb(dir, p.mutable_dir());
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#if 0
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p.set_bulletskin(10001);
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p.set_bulletskin(10001);
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#endif
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if (hum->tank_weapon.meta) {
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if (hum->tank_weapon.meta) {
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p.set_gun_id(hum->tank_weapon.meta->i->id());
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p.set_gun_id(hum->tank_weapon.meta->i->id());
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p.set_gun_lv(hum->tank_weapon.weapon_lv);
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p.set_gun_lv(hum->tank_weapon.weapon_lv);
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@ -433,7 +433,11 @@ void Player::Shot()
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AutoLoadingBullet();
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AutoLoadingBullet();
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}
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}
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last_shot_frameno_ = room->frame_no;
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last_shot_frameno_ = room->frame_no;
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#if 1
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room->frame_event.AddBulletNumChg(this);
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#else
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need_sync_active_player = true;
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need_sync_active_player = true;
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#endif
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}
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}
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void Player::ProcInteraction()
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void Player::ProcInteraction()
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