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@ -235,3 +235,15 @@ void Bullet::PostAttack()
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}
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}
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}
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void Bullet::ProcMissible(const a8::XParams& param)
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{
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Human* sender = (Human*)param.sender.GetUserData();
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MetaData::Equip* bullet_meta = MetaMgr::Instance()->GetEquip(param.param1);
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if (sender && bullet_meta) {
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Human* target = sender->room->GetHumanByUniId(param.param2);
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if (target && !target->dead) {
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target->DecHP(10, sender->entity_uniid, sender->name, bullet_meta->i->id());
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}
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}
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}
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@ -28,6 +28,8 @@ class Bullet : public Entity
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virtual void Update(int delta_time) override;
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void RecalcSelfCollider();
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static void ProcMissible(const a8::XParams& param);
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private:
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void OnHit(std::set<Entity*>& objects);
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@ -59,7 +59,7 @@ void FrameEvent::AddShot(Human* hum)
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void FrameEvent::AddBullet(Human* hum, int bullet_id, int bullet_lv,
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a8::Vec2 born_pos, a8::Vec2 dir, float fly_distance,
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int hit_time, int target_id)
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int hit_time, int target_id, int skill_id)
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{
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{
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auto& tuple = a8::FastAppend(bullets_);
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@ -73,13 +73,8 @@ void FrameEvent::AddBullet(Human* hum, int bullet_id, int bullet_lv,
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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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p.set_bulletskin(10001);
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#if 1
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p.set_gun_id(bullet_id);
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p.set_gun_lv(bullet_lv);
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#else
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p.set_gun_id(hum->curr_weapon->meta->i->id());
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p.set_gun_lv(hum->curr_weapon->weapon_lv);
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#endif
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p.set_fly_distance(fly_distance);
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if (hit_time != 0) {
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p.set_hit_time(hit_time);
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@ -87,6 +82,9 @@ void FrameEvent::AddBullet(Human* hum, int bullet_id, int bullet_lv,
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if (target_id != 0) {
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p.set_target_id(target_id);
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}
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if (skill_id != 0) {
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p.set_skill_id(skill_id);
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}
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}
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{
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int bullet_idx = bullets_.size() - 1;
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@ -16,7 +16,7 @@ public:
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void AddEmote(Human* hum, int emote_id);
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void AddShot(Human* hum);
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void AddBullet(Human* hum, int bullet_id, int bullet_lv, a8::Vec2 born_pos, a8::Vec2 dir,
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float fly_distance, int hit_time, int target_id = 0);
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float fly_distance, int hit_time, int target_id = 0, int skill_id = 0);
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void AddExplosion(int item_id, a8::Vec2 bomb_pos, int effect);
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void AddSmoke(Bullet* bullet, int item_id, a8::Vec2 pos);
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void AddDead(Human* hum);
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@ -208,7 +208,16 @@ void Human::Shot()
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CancelAction();
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}
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DirectShot(curr_weapon->meta);
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DirectShot(curr_weapon->meta, 0);
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if (curr_weapon->meta->i->equip_subtype() == BulletType_Missile) {
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room->xtimer.AddDeadLineTimerAndAttach(curr_weapon->meta->i->time() * SERVER_FRAME_RATE,
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a8::XParams()
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.SetSender(this)
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.SetParam1(curr_weapon->meta->i->id())
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.SetParam2(shot_target_id),
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Bullet::ProcMissible,
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&xtimer_attacher.timer_list_);
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}
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--curr_weapon->ammo;
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if (curr_weapon->ammo <= 0) {
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AutoLoadingBullet();
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@ -217,7 +226,7 @@ void Human::Shot()
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need_sync_active_player = true;
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}
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void Human::DirectShot(MetaData::Equip* bullet_meta)
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void Human::DirectShot(MetaData::Equip* bullet_meta, int skill_id)
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{
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for (auto& tuple : bullet_meta->bullet_born_offset) {
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a8::Vec2 bullet_born_offset = a8::Vec2(std::get<0>(tuple), std::get<1>(tuple));
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@ -246,14 +255,20 @@ void Human::DirectShot(MetaData::Equip* bullet_meta)
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hit_time = bullet_meta->i->time() * 1000;
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}
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if (bullet_meta->i->equip_subtype() == BulletType_Missile) {
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if (skill_id != 0) {
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room->frame_event.AddBullet(this, bullet_meta->i->id(),
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curr_weapon->weapon_lv, bullet_born_pos, bullet_dir,
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fly_distance, hit_time, skill_target_id);
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fly_distance, hit_time, skill_target_id, skill_id);
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} else {
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room->frame_event.AddBullet(this, bullet_meta->i->id(),
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curr_weapon->weapon_lv, bullet_born_pos, bullet_dir,
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fly_distance, hit_time, shot_target_id);
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}
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} else {
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room->frame_event.AddBullet(this, bullet_meta->i->id(),
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curr_weapon->weapon_lv,
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bullet_born_pos, bullet_dir,
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fly_distance, hit_time);
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fly_distance, hit_time, 0, skill_id);
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}
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if (room->BattleStarted()) {
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if (bullet_meta->i->equip_subtype() != BulletType_Missile) {
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@ -1946,18 +1961,6 @@ void Human::ProcSkillPhase(MetaData::SkillPhase* phase)
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});
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}
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};
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auto missile_trace_func =
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[] (const a8::XParams& param)
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{
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Human* sender = (Human*)param.sender.GetUserData();
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MetaData::Equip* bullet_meta = MetaMgr::Instance()->GetEquip(param.param1);
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if (sender && bullet_meta) {
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Human* target = sender->room->GetHumanByUniId(param.param2);
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if (target && !target->dead) {
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target->DecHP(10, sender->entity_uniid, sender->name, bullet_meta->i->id());
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}
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}
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};
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auto explosion_check_func =
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[] (const a8::XParams& param)
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{
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@ -2001,14 +2004,14 @@ void Human::ProcSkillPhase(MetaData::SkillPhase* phase)
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{
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MetaData::Equip* bullet_meta = MetaMgr::Instance()->GetEquip(phase->param1.GetInt());
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if (bullet_meta) {
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DirectShot(bullet_meta);
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DirectShot(bullet_meta, skill_meta->i->skill_id());
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if (bullet_meta->i->equip_subtype() == BulletType_Missile) {
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room->xtimer.AddDeadLineTimerAndAttach(bullet_meta->i->time() * SERVER_FRAME_RATE,
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a8::XParams()
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.SetSender(this)
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.SetParam1(phase->param1.GetInt())
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.SetParam2(skill_target_id),
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missile_trace_func,
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Bullet::ProcMissible,
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&xtimer_attacher.timer_list_);
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}
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}
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@ -101,6 +101,7 @@ class Human : public Entity
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bool shot_start = false;
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bool shot_hold = false;
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int shot_target_id = 0;
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int series_shot_frames = 0;
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float fly_distance = 0.0f;
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@ -128,7 +129,7 @@ class Human : public Entity
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virtual void GetAabbBox(AabbCollider& aabb_box);
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void FillMFTeamData(cs::MFTeamData* team_data);
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void Shot();
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void DirectShot(MetaData::Equip* bullet_meta);
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void DirectShot(MetaData::Equip* bullet_meta, int skill_id);
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void RecalcSelfCollider();
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bool IsCollision();
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bool IsCollisionInMapService();
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@ -131,11 +131,13 @@ void Player::UpdateShot()
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shot_start = false;
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shot_hold = false;
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series_shot_frames = 0;
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shot_target_id = 0;
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return;
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}
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if (shot_start) {
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shot_start = false;
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Shot();
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shot_target_id = 0;
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return;
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}
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if (shot_hold) {
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@ -150,6 +152,7 @@ void Player::UpdateShot()
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if (series_shot_frames > 8) {
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shot_hold = false;
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series_shot_frames = 0;
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shot_target_id = 0;
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}
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}
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}
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@ -401,6 +404,7 @@ void Player::_CMMove(f8::MsgHdr& hdr, const cs::CMMove& msg)
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}
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shot_start = msg.shot_start();
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shot_hold = msg.shot_hold();
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shot_target_id = msg.shot_target_id();
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fly_distance = std::min(200.0f, msg.fly_distance());
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if (!shot_hold) {
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series_shot_frames = 0;
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