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@ -11,16 +11,16 @@ cs::SMUpdate* FrameMaker::MakeUpdateMsg(const Human* hum)
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cs::SMUpdate* msg = new cs::SMUpdate;
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{
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Room* room = hum->room;
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for (auto& itr : hum->new_objects) {
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for (auto& itr : hum->new_objects_) {
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itr->FillMFObjectFull(msg->add_full_objects());
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}
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for (auto& itr : hum->part_objects) {
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for (auto& itr : hum->part_objects_) {
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itr->FillMFObjectPart(msg->add_part_objects());
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}
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for (auto& itr : hum->del_objects) {
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for (auto& itr : hum->del_objects_) {
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msg->add_del_objids(itr);
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}
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for (auto& itr : hum->out_objects) {
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for (auto& itr : hum->out_objects_) {
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msg->add_out_objids(itr);
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}
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for (size_t idx : hum->shots_) {
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@ -393,7 +393,7 @@ void Human::SyncAroundPlayers()
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{
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for (auto& cell : grid_list) {
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for (Human* hum : cell->human_list) {
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hum->new_objects.insert(this);
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hum->new_objects_.insert(this);
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}
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}
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}
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@ -501,32 +501,32 @@ void Human::DecHP(float dec_hp, int killer_id, const std::string& killer_name, i
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void Human::AddToNewObjects(Entity* entity)
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{
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new_objects.insert(entity);
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new_objects_.insert(entity);
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}
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void Human::AddToPartObjects(Entity* entity)
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{
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part_objects.insert(entity);
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part_objects_.insert(entity);
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}
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void Human::RemovePartObjects(Entity* entity)
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{
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part_objects.erase(entity);
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part_objects_.erase(entity);
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}
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void Human::RemoveObjects(Entity* entity)
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{
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del_objects.insert(entity->entity_uniid);
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del_objects_.insert(entity->entity_uniid);
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}
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void Human::AddOutObjects(Entity* entity)
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{
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out_objects.insert(entity->entity_uniid);
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out_objects_.insert(entity->entity_uniid);
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}
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void Human::RemoveOutObjects(Entity* entity)
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{
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out_objects.erase(entity->entity_uniid);
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out_objects_.erase(entity->entity_uniid);
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}
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bool Human::HasLiveTeammate()
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@ -872,7 +872,7 @@ void Human::SendUpdateMsg()
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}
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}
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for (Entity* entity : view_objects) {
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if (new_objects.find(entity) == new_objects.end()) {
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if (new_objects_.find(entity) == new_objects_.end()) {
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entity->FillMFObjectFull(msg->add_full_objects());
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}
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}
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@ -1549,26 +1549,26 @@ void Human::PullHuman(const a8::Vec2& pull_dir, float distance)
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void Human::ClearFrameData()
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{
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if (!new_objects.empty()) {
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new_objects.clear();
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if (!new_objects_.empty()) {
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new_objects_.clear();
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}
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if (!del_objects.empty()) {
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for (auto& itr : del_objects) {
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if (!del_objects_.empty()) {
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for (auto& itr : del_objects_) {
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Entity* entity = room->GetEntityByUniId(itr);
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if (entity) {
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part_objects.erase(entity);
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part_objects_.erase(entity);
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}
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}
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del_objects.clear();
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del_objects_.clear();
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}
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if (!out_objects.empty()) {
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for (auto& itr : out_objects) {
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if (!out_objects_.empty()) {
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for (auto& itr : out_objects_) {
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Entity* entity = room->GetEntityByUniId(itr);
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if (entity) {
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part_objects.erase(entity);
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part_objects_.erase(entity);
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}
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}
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out_objects.clear();
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out_objects_.clear();
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}
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if (!shots_.empty()) {
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shots_.clear();
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@ -217,10 +217,10 @@ protected:
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std::array<int, IS_END - 1> inventory_ = {};
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std::array<int, IS_END> volume_ = {};
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std::set<Entity*> new_objects;
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std::set<Entity*> part_objects;
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std::set<int> del_objects;
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std::set<int> out_objects;
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std::set<Entity*> new_objects_;
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std::set<Entity*> part_objects_;
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std::set<int> del_objects_;
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std::set<int> out_objects_;
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std::vector<int> shots_;
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std::vector<int> emotes_;
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std::vector<int> bullets_;
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