add atk_add
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@ -1468,6 +1468,12 @@ void Human::FillBodyState(::google::protobuf::RepeatedPtrField<::cs::MFBodyState
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state->set_left_time(std::max(0, skill_meta->last_time * 1000 - passed_time));
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state->set_left_time(std::max(0, skill_meta->last_time * 1000 - passed_time));
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state->set_lasting_time(skill_meta->last_time * 1000);
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state->set_lasting_time(skill_meta->last_time * 1000);
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}
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}
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if (a8::HasBitFlag(status, HS_AtkAdd)) {
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cs::MFBodyState* state = states->Add();
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state->set_state_type(HS_AtkAdd);
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state->set_left_time(999 * 1000);
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state->set_lasting_time(999 * 1000);
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}
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}
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}
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void Human::SummonHero()
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void Human::SummonHero()
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@ -24,6 +24,7 @@ enum HumanStatus
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HS_RecoverHP = 8,
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HS_RecoverHP = 8,
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HS_ReflectDamage = 9,
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HS_ReflectDamage = 9,
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HS_SummonHero = 10,
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HS_SummonHero = 10,
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HS_AtkAdd = 11,
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HS_End
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HS_End
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};
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};
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@ -80,6 +81,7 @@ class Human : public Entity
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long long dead_frameno = 0;
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long long dead_frameno = 0;
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long long join_frameno = 0;
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long long join_frameno = 0;
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int status = 0;
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int status = 0;
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float atk_add = 0.0f;
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Weapon default_weapon;
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Weapon default_weapon;
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std::vector<Weapon> weapons;
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std::vector<Weapon> weapons;
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@ -53,6 +53,10 @@ Player* PlayerMgr::CreatePlayerByCMJoin(long ip_saddr, int socket, const cs::CMJ
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hum->energy_shield = msg.energy_shield();
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hum->energy_shield = msg.energy_shield();
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hum->create_tick = a8::XGetTickCount();
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hum->create_tick = a8::XGetTickCount();
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hum->account_registertime = f8::ExtractRegisterTimeFromSessionId(msg.session_id());
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hum->account_registertime = f8::ExtractRegisterTimeFromSessionId(msg.session_id());
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hum->atk_add = msg.atk_add();
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if (hum->atk_add > 0.9999f) {
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a8::SetBitFlag(hum->status, HS_AtkAdd);
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}
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for (auto& weapon : msg.weapons()) {
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for (auto& weapon : msg.weapons()) {
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if (weapon.weapon_id() != 0 && weapon.weapon_lv() > 0) {
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if (weapon.weapon_id() != 0 && weapon.weapon_lv() > 0) {
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hum->weapon_configs[weapon.weapon_id()] = weapon.weapon_lv();
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hum->weapon_configs[weapon.weapon_id()] = weapon.weapon_lv();
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@ -588,6 +588,7 @@ message MFBodyState
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8: 回血
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8: 回血
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9: 反伤
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9: 反伤
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10: 分身
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10: 分身
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11:攻击加成
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*/
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*/
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optional int32 state_type = 1;
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optional int32 state_type = 1;
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optional float left_time = 2; //剩余时间(单位毫秒)
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optional float left_time = 2; //剩余时间(单位毫秒)
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@ -625,6 +626,7 @@ message CMJoin
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repeated int32 prepare_items = 19; //战斗前准备道具 战前准备护盾存到energy_shield
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repeated int32 prepare_items = 19; //战斗前准备道具 战前准备护盾存到energy_shield
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optional string session_id = 20; //session_id
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optional string session_id = 20; //session_id
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optional string from_appid = 21; //from_appid
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optional string from_appid = 21; //from_appid
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optional float atk_add = 22; //攻击加成
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}
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}
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//移动
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//移动
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