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@ -54,5 +54,4 @@ void Hero::FillMFObjectFull(cs::MFObjectFull* full_data)
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p->set_helmet(helmet);
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p->set_chest(chest);
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weapon.ToPB(p->mutable_weapon());
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p->set_energy_shield(energy_shield);
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}
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@ -20,7 +20,6 @@ class Hero : public Entity
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int helmet = 0;
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int chest = 0;
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Weapon weapon;
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int energy_shield = 0;
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Hero();
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virtual ~Hero() override;
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@ -130,8 +130,8 @@ void Human::FillMFObjectFull(cs::MFObjectFull* full_data)
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p->set_helmet(helmet);
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p->set_chest(chest);
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curr_weapon->ToPB(p->mutable_weapon());
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#if 0
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p->set_energy_shield(energy_shield);
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#if 1
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{
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p->set_max_energy_shield(max_energy_shield);
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}
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@ -509,9 +509,7 @@ void Human::BeKill(int killer_id, const std::string& killer_name, int weapon_id)
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void Human::DecHP(float dec_hp, int killer_id, const std::string& killer_name, int weapon_id)
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{
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if (energy_shield > 0.001f) {
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energy_shield = std::max(0.0f, energy_shield - dec_hp);
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} else {
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{
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float old_health = GetHP();
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ability.hp = std::max(0.0f, GetHP() - dec_hp);
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if (GetHP() - old_health > 0.001f) {
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@ -752,8 +750,8 @@ void Human::FillMFActivePlayerData(cs::MFActivePlayerData* player_data)
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for (auto& num : inventory_) {
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player_data->add_inventory(num);
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}
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#if 0
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player_data->set_energy_shield(energy_shield);
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#if 1
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{
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player_data->set_max_energy_shield(max_energy_shield);
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}
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@ -58,8 +58,6 @@ class Human : public Entity
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std::string avatar_url;
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bool dead = false;
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bool disconnected = false;
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int anim_type = 0;
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int anim_seq = 0;
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ActionType_e action_type = AT_None;
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long long action_frameno = 0;
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int action_duration = 0;
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@ -70,8 +68,6 @@ class Human : public Entity
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int backpack = 0;
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int helmet = 0;
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int chest = 0;
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int energy_shield = 0;
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int max_energy_shield = 0;
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int vip = 0;
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int sdmg = 0;
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int lethal_weapon = 0;
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@ -30,7 +30,6 @@ Player::~Player()
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void Player::Initialize()
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{
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Human::Initialize();
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max_energy_shield = energy_shield;
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skin_meta = MetaMgr::Instance()->GetTank(SkinId());
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if (skin_meta) {
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skill_meta = MetaMgr::Instance()->GetSkill(skin_meta->i->skill_id());
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@ -50,7 +50,6 @@ Player* PlayerMgr::CreatePlayerByCMJoin(long ip_saddr, int socket, const cs::CMJ
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hum->auto_fill = msg.auto_fill();
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hum->use_touch = msg.use_touch();
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hum->avatar_url = msg.avatar_url();
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hum->energy_shield = msg.energy_shield();
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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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for (auto& weapon : msg.weapons()) {
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@ -505,7 +505,6 @@ Hero* Room::CreateHero(Human* hum)
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hero->helmet = hum->helmet;
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hero->chest = hum->chest;
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hero->weapon = *hum->curr_weapon;
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hero->energy_shield = hum->energy_shield;
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hero->Initialize();
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#if 1
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uniid_hash_[hero->entity_uniid] = hero;
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