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@ -233,6 +233,7 @@ enum BulletType_e
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BulletType_Normal = 1, //普通子弹
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BulletType_Missile = 2, //导弹
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BulletType_FireBomb = 3, //燃烧弹
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BulletType_Trace = 4, //追踪弹(超出射程无伤害)
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};
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enum ColliderTag_e
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@ -215,7 +215,7 @@ void Human::Shot()
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}
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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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if (curr_weapon->meta->NeedTrace()) {
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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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@ -257,10 +257,10 @@ void Human::DirectShot(MetaData::Equip* bullet_meta, int skill_id)
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}
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bullet_dir.Rotate(bullet_angle / 180.0f);
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int hit_time = 0;
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if (bullet_meta->i->equip_subtype() == BulletType_Missile) {
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if (bullet_meta->NeedTrace()) {
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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 (bullet_meta->NeedTrace()) {
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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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@ -2078,7 +2078,7 @@ void Human::ProcSkillPhase(MetaData::SkillPhase* phase)
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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, skill_meta->i->skill_id());
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if (bullet_meta->i->equip_subtype() == BulletType_Missile) {
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if (bullet_meta->NeedTrace()) {
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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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@ -87,6 +87,13 @@ namespace MetaData
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return i->equip_type() == EquipType_Bullet && MetaMgr::Instance()->fighting_mode;
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}
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bool Equip::NeedTrace()
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{
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return i->equip_type() == EquipType_Bullet &&
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i->equip_subtype() == BulletType_Missile &&
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i->equip_subtype() == BulletType_Trace;
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}
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void Player::Init()
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{
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{
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@ -56,6 +56,7 @@ namespace MetaData
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void Init();
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bool CanDrop();
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bool NeedTrace();
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};
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struct Player
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