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@ -2132,6 +2132,22 @@ void Human::DeadDrop()
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}
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}
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}
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{
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Skin* old_skin = GetSkinByIdx(kSkinSlot_HAT);
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if (old_skin && old_skin->skin_id != 0) {
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a8::Vec2 dir = a8::Vec2::UP;
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dir.Rotate(a8::RandAngle());
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room->CreateLoot(old_skin->skin_id, GetPos() + dir * (40 + rand() % 50), 1, 1);
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}
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}
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{
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Skin* old_skin = GetSkinByIdx(kSkinSlot_CLOTH);
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if (old_skin && old_skin->skin_id != 0) {
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a8::Vec2 dir = a8::Vec2::UP;
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dir.Rotate(a8::RandAngle());
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room->CreateLoot(old_skin->skin_id, GetPos() + dir * (40 + rand() % 50), 1, 1);
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}
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}
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}
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void Human::SendBattleReport()
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@ -2268,9 +2284,11 @@ void Human::ProcLootSkin(Loot* entity, MetaData::Equip* item_meta)
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//装饰
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Skin* old_skin = GetSkinByIdx(kSkinSlot_HAT);
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if (old_skin) {
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if (old_skin->skin_id != 0) {
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a8::Vec2 dir = a8::Vec2::UP;
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dir.Rotate(a8::RandAngle());
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room->CreateLoot(old_skin->skin_id, GetPos() + dir * (40 + rand() % 50), 1, 1);
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}
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*old_skin = Skin();
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old_skin->skin_id = item_meta->i->id();
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@ -2284,9 +2302,11 @@ void Human::ProcLootSkin(Loot* entity, MetaData::Equip* item_meta)
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//衣服
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Skin* old_skin = GetSkinByIdx(kSkinSlot_CLOTH);
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if (old_skin) {
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if (old_skin->skin_id != 0) {
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a8::Vec2 dir = a8::Vec2::UP;
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dir.Rotate(a8::RandAngle());
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room->CreateLoot(old_skin->skin_id, GetPos() + dir * (40 + rand() % 50), 1, 1);
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}
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*old_skin = Skin();
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old_skin->skin_id = item_meta->i->id();
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