rename skin -> tank
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a82c66f3c5
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bfff27e082
@ -26,14 +26,14 @@ void Android::Initialize()
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{
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Human::Initialize();
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SetSkinInfo(MetaMgr::Instance()->RandTank());
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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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tank_meta = MetaMgr::Instance()->GetTank(TankId());
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if (tank_meta) {
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skill_meta = MetaMgr::Instance()->GetSkill(tank_meta->i->skill_id());
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}
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GiveEquip();
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MetaData::TankSkin* tank_skin_meta = MetaMgr::Instance()->GetTankSkin(SkinId());
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if (tank_skin_meta) {
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tankskin.skin_id = tank_skin_meta->i->tank_id();
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MetaData::TankSkin* tank_tank_meta = MetaMgr::Instance()->GetTankSkin(TankId());
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if (tank_tank_meta) {
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tankskin.skin_id = tank_tank_meta->i->tank_id();
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tankskin.skin_lv = 1;
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}
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RecalcBaseAttr();
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@ -49,8 +49,8 @@ void Android::Update(int delta_time)
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void Android::GiveEquip()
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{
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if (skin_meta) {
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MetaData::Equip* weapon_meta = MetaMgr::Instance()->GetEquip(skin_meta->i->bullet_id());
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if (tank_meta) {
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MetaData::Equip* weapon_meta = MetaMgr::Instance()->GetEquip(tank_meta->i->bullet_id());
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if (weapon_meta) {
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weapons[GUN_SLOT1].weapon_idx = GUN_SLOT1;
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weapons[GUN_SLOT1].weapon_id = weapon_meta->i->id();
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@ -121,7 +121,7 @@ void Human::FillMFObjectFull(cs::MFObjectFull* full_data)
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p->set_downed(downed);
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#endif
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p->set_disconnected(disconnected);
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skin.ToPB(p->mutable_skin());
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tank.ToPB(p->mutable_skin());
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p->set_backpack(backpack);
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p->set_helmet(helmet);
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p->set_chest(chest);
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@ -705,7 +705,7 @@ void Human::FillMFActivePlayerData(cs::MFActivePlayerData* player_data)
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player_data->set_action_target_id(action_target_id);
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}
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}
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skin.ToPB(player_data->mutable_skin());
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tank.ToPB(player_data->mutable_skin());
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player_data->set_backpack(backpack);
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player_data->set_helmet(helmet);
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player_data->set_chest(chest);
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@ -1131,25 +1131,25 @@ int Human::GetSkinConfigLv(int skin_id)
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void Human::SetSkinInfo(int skin_id)
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{
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skin.skin_id = skin_id;
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if (skin.skin_id != 0){
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skin.skin_lv = std::max(1, GetSkinConfigLv(skin.skin_id));
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tank.skin_id = skin_id;
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if (tank.skin_id != 0){
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tank.skin_lv = std::max(1, GetSkinConfigLv(tank.skin_id));
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}
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}
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const Skin& Human::GetSkin()
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const Skin& Human::GetTank()
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{
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return skin;
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return tank;
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}
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int Human::SkinId()
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int Human::TankId()
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{
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return skin.skin_id;
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return tank.skin_id;
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}
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int Human::SkinLv()
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int Human::TankLv()
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{
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return skin.skin_lv;
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return tank.skin_lv;
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}
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int Human::GetSkillLeftTime()
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@ -1534,21 +1534,21 @@ float* Human::GetAbilityById(int attr_id)
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void Human::RecalcBaseAttr()
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{
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ability = HumanAbility();
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if (skin_meta) {
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for (auto& pair : skin_meta->attr_init) {
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if (tank_meta) {
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for (auto& pair : tank_meta->attr_init) {
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float* p_attr = GetAbilityById(pair.first);
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if (p_attr) {
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*p_attr += pair.second;
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}
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}
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for (auto& pair : skin_meta->attr_up) {
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for (auto& pair : tank_meta->attr_up) {
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float* p_attr = GetAbilityById(pair.first);
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if (p_attr) {
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*p_attr += (SkinLv() / std::get<1>(pair.second)) * std::get<0>(pair.second);
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*p_attr += (TankLv() / std::get<1>(pair.second)) * std::get<0>(pair.second);
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}
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}
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}
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if (driver_meta && skin_meta && driver_meta->i->g_type() == skin_meta->i->type()) {
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if (driver_meta && tank_meta && driver_meta->i->g_type() == tank_meta->i->type()) {
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for (auto& pair : driver_meta->attr_up) {
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float* p_attr = GetAbilityById(pair.first);
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if (p_attr) {
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@ -41,7 +41,7 @@ class Human : public Entity
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MetaData::Player* meta = nullptr;
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MetaData::Equip* helmet_meta = nullptr;
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MetaData::Equip* chest_meta = nullptr;
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MetaData::Tank* skin_meta = nullptr;
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MetaData::Tank* tank_meta = nullptr;
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MetaData::Skill* skill_meta = nullptr;
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MetaData::Driver* driver_meta = nullptr;
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HumanAbility ability;
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@ -183,9 +183,9 @@ class Human : public Entity
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int GetWeaponConfigLv(int weapon_id);
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int GetSkinConfigLv(int skin_id);
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void SetSkinInfo(int skin_id);
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const Skin& GetSkin();
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int SkinId();
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int SkinLv();
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const Skin& GetTank();
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int TankId();
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int TankLv();
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int GetSkillLeftTime();
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int GetSkillCd();
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void TriggerBuff(MetaData::Skill* sender_skill_meta,
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@ -266,7 +266,7 @@ private:
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bool already_report_battle_ = false;
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bool sent_game_end_ = false;
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Skin skin;
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Skin tank;
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xtimer_list* grass_hide_timer_list_ = nullptr;
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xtimer_list* leave_grass_timer_list_ = nullptr;
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@ -33,7 +33,7 @@ public:
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std::list<MetaData::Dress> dress_list;
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std::list<metatable::Tank> tank_meta_list;
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std::list<MetaData::Tank> tank_list;
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std::list<metatable::TankSkin> tankskin_meta_list;
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std::list<metatable::TankSkin> tanktank_meta_list;
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std::list<MetaData::TankSkin> tankskin_list;
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std::list<metatable::Driver> driver_meta_list;
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std::list<MetaData::Driver> driver_list;
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@ -98,7 +98,7 @@ public:
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f8::ReadCsvMetaFile(res_path + "map@map.csv", map_meta_list);
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f8::ReadCsvMetaFile(res_path + "safearea@safearea.csv", safearea_meta_list);
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f8::ReadCsvMetaFile(res_path + "tank@tank.csv", tank_meta_list);
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f8::ReadCsvMetaFile(res_path + "tankskin@tankskin.csv", tankskin_meta_list);
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f8::ReadCsvMetaFile(res_path + "tankskin@tankskin.csv", tanktank_meta_list);
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f8::ReadCsvMetaFile(res_path + "driver@driver.csv", driver_meta_list);
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f8::ReadCsvMetaFile(res_path + "item@item.csv", item_meta_list);
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f8::ReadCsvMetaFile(res_path + "equip@equip.csv", equip_meta_list);
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@ -214,7 +214,7 @@ private:
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tankid_list.push_back(meta.id());
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}
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for (auto& meta : tankskin_meta_list) {
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for (auto& meta : tanktank_meta_list) {
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MetaData::TankSkin& item = a8::FastAppend(tankskin_list);
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item.i = &meta;
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tankskin_hash[item.i->tank_id()] = &item;
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@ -30,10 +30,10 @@ Player::~Player()
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void Player::Initialize()
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{
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Human::Initialize();
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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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MetaData::Equip* weapon_meta = MetaMgr::Instance()->GetEquip(skin_meta->i->bullet_id());
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tank_meta = MetaMgr::Instance()->GetTank(TankId());
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if (tank_meta) {
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skill_meta = MetaMgr::Instance()->GetSkill(tank_meta->i->skill_id());
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MetaData::Equip* weapon_meta = MetaMgr::Instance()->GetEquip(tank_meta->i->bullet_id());
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if (weapon_meta) {
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weapons[GUN_SLOT1].weapon_idx = GUN_SLOT1;
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weapons[GUN_SLOT1].weapon_id = weapon_meta->i->id();
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@ -500,7 +500,7 @@ Hero* Room::CreateHero(Human* hum)
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hero->move_dir = hum->move_dir;
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hero->attack_dir = hum->attack_dir;
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hero->master = hum;
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hero->skin = hum->GetSkin();
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hero->skin = hum->GetTank();
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hero->backpack = hum->backpack;
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hero->helmet = hum->helmet;
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hero->chest = hum->chest;
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