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@ -250,8 +250,8 @@ const int GUN_SLOT2 = 2;
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const int FRAG_SLOT = 3;
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const int SMOKE_SLOT = 4;
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const int MAP_HEIGHT = 2560;
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const int MAP_WIDTH = 2560;
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const int MAP_HEIGHT = 32*75;
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const int MAP_WIDTH = 32*65;
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const int MAP_CELL_WIDTH = 64 * 8;
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const int MAP_GRID_WIDTH = 64;
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@ -360,15 +360,11 @@ void Room::CreateThings()
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assert(thing_meta);
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#endif
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if (thing_meta) {
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#if 1
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CreateObstacle(thing_id, thing_tpl.i->x(), thing_tpl.i->y());
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#else
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if (thing_meta->i->is_house()) {
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CreateBuilding(thing_id, thing_tpl.i->x(), thing_tpl.i->y());
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} else {
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CreateObstacle(thing_id, thing_tpl.i->x(), thing_tpl.i->y());
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}
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#endif
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}
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}
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}
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@ -397,7 +393,6 @@ void Room::DropItem(a8::Vec2 pos, int item_id, int item_count, int item_lv)
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void Room::CreateBuilding(int thing_id, float building_x, float building_y)
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{
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#if 0
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MetaData::MapThing* thing_meta = MetaMgr::Instance()->GetMapThing(thing_id);
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if (!thing_meta) {
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return;
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@ -460,7 +455,6 @@ void Room::CreateBuilding(int thing_id, float building_x, float building_y)
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);
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}
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}
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#endif
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}
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Obstacle* Room::CreateObstacle(int id, float x, float y)
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@ -37,6 +37,8 @@ message MapThing
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required float damage_dia = 7; //伤害半径
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required int32 drop = 8; //掉落
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required int32 attack_type = 9; //是否可攻击 0:不可破坏对象 1:可破坏对象 2:可穿透对象
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required int32 is_house = 10;
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required int32 house_id = 11;
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}
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message SafeArea
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