add android.* human.*
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3
server/gameserver/android.cc
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3
server/gameserver/android.cc
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#include "precompile.h"
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#include "android.h"
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server/gameserver/android.h
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server/gameserver/android.h
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#pragma once
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#include "human.h"
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class Android : public Human
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{
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};
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@ -2,6 +2,7 @@
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enum EntityType_e
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{
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ET_None = 0,
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ET_Player = 1,
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ET_Obstacle = 2,
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ET_Building = 3,
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@ -17,6 +18,7 @@ class Entity
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{
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public:
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unsigned short entity_uniid = 0;
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EntityType_e entity_type = ET_None;
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Vector2D pos;
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Vector2D dir;
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int updated_times = 0;
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5
server/gameserver/human.cc
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5
server/gameserver/human.cc
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#include "precompile.h"
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#include "human.h"
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server/gameserver/human.h
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server/gameserver/human.h
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#pragma once
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#include "entity.h"
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class Human : public Entity
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{
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};
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@ -1,6 +1,6 @@
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#pragma once
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#include "entity.h"
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#include "human.h"
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#include "GGListener.h"
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namespace cs
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@ -16,7 +16,7 @@ namespace cs
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}
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class Room;
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class Player : public Entity
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class Player : public Human
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{
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public:
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enum { HID = HID_Player };
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@ -601,18 +601,18 @@ message SMPlayerInfo
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//帧事件
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message SMUpdate
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{
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repeated int32 del_objids = 2;
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repeated MFObjectFull full_objects = 3;
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repeated MFObjectPart part_objects = 4;
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optional int32 active_player_id = 5; //当前活跃玩家id
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optional MFPlayerData active_player_data = 6; //活跃玩家数据
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repeated int32 del_objids = 2; //对象-待删除(移出视野)
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repeated MFObjectFull full_objects = 3; //对象-全量(出现在视野)
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repeated MFObjectPart part_objects = 4; //对象-部分(用于插值更新)
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optional int32 active_player_id = 5; //当前活跃玩家id(如果玩家死亡后是观战对象的id)
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optional MFPlayerData active_player_data = 6; //活跃玩家数据(如果玩家死亡后是观战对象的数据)
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optional int32 alive_count = 15; //存活数量
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optional int32 gasT = 16;
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optional MFGasData gas_data = 17;
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repeated MFTeamData team_data = 18;
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repeated MFTeamData teams = 19;
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repeated MFBullet bullets = 20; //子弹
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repeated MFShot shots = 21;
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repeated MFShot shots = 21; //射击
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repeated MFExplosion explosions = 22;
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repeated MFEmote emotes = 23;
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optional int32 ack = 24;
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