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@ -107,8 +107,6 @@ void Human::FillMFObjectFull(cs::MFObjectFull* full_data)
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p->set_dead(dead);
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p->set_downed(downed);
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p->set_disconnected(disconnected);
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p->set_anim_type(anim_type);
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p->set_anim_seq(anim_seq);
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if (skin_jlf.skin_id != 0) {
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skin_jlf.ToPB(p->mutable_skin());
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} else {
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@ -124,8 +122,6 @@ void Human::FillMFObjectFull(cs::MFObjectFull* full_data)
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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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FillBodyState(p->mutable_states());
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}
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@ -4,6 +4,7 @@
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#include "player.h"
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#include "cs_proto.pb.h"
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#include "room.h"
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#include "metamgr.h"
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#include "framework/cpp/utils.h"
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@ -64,6 +65,18 @@ Player* PlayerMgr::CreatePlayerByCMJoin(long ip_saddr, int socket, const cs::CMJ
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hum->skin_configs[skin.skin_id()] = skin.skin_lv();
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}
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}
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if (msg.weapon().weapon_id() != 0) {
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MetaData::Equip* weapon_meta = MetaMgr::Instance()->GetEquip(msg.weapon().weapon_id());
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if (weapon_meta) {
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hum->weapons[GUN_SLOT1].weapon_idx = GUN_SLOT1;
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hum->weapons[GUN_SLOT1].weapon_id = msg.weapon().weapon_id();
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hum->weapons[GUN_SLOT1].weapon_lv = msg.weapon().weapon_lv();
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hum->weapons[GUN_SLOT1].ammo = 0;
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hum->weapons[GUN_SLOT1].meta = weapon_meta;
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hum->weapons[GUN_SLOT1].Recalc();
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hum->curr_weapon = &hum->weapons[GUN_SLOT1];
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}
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}
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hum->SetSkinInfo(msg.baseskin());
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socket_hash_[socket] = hum;
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return hum;
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