完成shot改造
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eb7c60e2ce
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9578fe6f06
@ -30,31 +30,16 @@ const int kReviveTimeAdd = 12;
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const int kSkinNum = 4;
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const int kREVIVE_BUFF_ID = 0;
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static void InternalShot(Human* hum, MetaData::Equip* bullet_meta, int skill_id, bool& shot_ok)
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void InternalShot(Human* hum,
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MetaData::Equip* weapon_meta,
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MetaData::EquipUpgrade* weapon_upgrade_meta,
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MetaData::Equip* bullet_meta,
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int weapon_lv,
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int skill_id,
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float fly_distance,
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bool is_tank_skin)
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{
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shot_ok = false;
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if (!bullet_meta) {
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return;
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}
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#if 0
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if (curr_weapon->weapon_idx != 0 &&
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curr_weapon->ammo <= 0) {
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AutoLoadingBullet();
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return;
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}
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if ((room->GetFrameNo() - last_shot_frameno_) * (1000 / SERVER_FRAME_RATE) <
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curr_weapon->GetAttrValue(kHAT_FireRate)
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) {
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return;
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}
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#endif
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#if 1
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float fly_distance = 5;
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#endif
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for (auto& tuple : bullet_meta->bullet_born_offset) {
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for (auto& tuple : weapon_meta->bullet_born_offset) {
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a8::Vec2 bullet_born_offset = a8::Vec2(std::get<0>(tuple), std::get<1>(tuple));
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bullet_born_offset.Rotate(hum->attack_dir.CalcAngle(a8::Vec2::UP));
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a8::Vec2 bullet_born_pos = hum->GetPos() + bullet_born_offset;
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@ -63,14 +48,14 @@ static void InternalShot(Human* hum, MetaData::Equip* bullet_meta, int skill_id,
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}
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}
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hum->room->frame_event.AddShot(hum);
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for (auto& tuple : bullet_meta->bullet_born_offset) {
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for (auto& tuple : weapon_meta->bullet_born_offset) {
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a8::Vec2 bullet_born_offset = a8::Vec2(std::get<0>(tuple), std::get<1>(tuple));
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bullet_born_offset.Rotate(hum->attack_dir.CalcAngle(a8::Vec2::UP));
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a8::Vec2 bullet_born_pos = hum->GetPos() + bullet_born_offset;
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a8::Vec2 bullet_dir = hum->attack_dir;
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float bullet_angle = std::get<2>(tuple);
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if (bullet_meta->i->bullet_angle() >= 0.10f) {
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int angle = (int)bullet_meta->i->bullet_angle() * 1000;
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if (weapon_meta->i->bullet_angle() >= 0.10f) {
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int angle = (int)weapon_meta->i->bullet_angle() * 1000;
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#if 0
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if (curr_weapon->GetUpgradeMeta()) {
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angle -= curr_weapon->GetAttrValue(kHAT_BulletAngle) * 1000;
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@ -81,72 +66,22 @@ static void InternalShot(Human* hum, MetaData::Equip* bullet_meta, int skill_id,
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}
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}
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bullet_dir.Rotate(bullet_angle / 180.0f);
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if (hum->GetCar().car_id != 0) {
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bullet_born_pos.x += MetaMgr::Instance()->horse_shoot_x;
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bullet_born_pos.y += MetaMgr::Instance()->horse_shoot_y;
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}
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hum->room->frame_event.AddBullet(hum, bullet_born_pos, bullet_dir, fly_distance);
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#if 0
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hum->room->CreateBullet(hum, curr_weapon, bullet_born_pos, bullet_dir, fly_distance);
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#endif
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}
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#if 0
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--curr_weapon->ammo;
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#endif
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int slot_id = bullet_meta->i->_inventory_slot();
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switch (slot_id) {
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case 5:
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{
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//手雷
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if (hum->GetInventory(slot_id) > 0) {
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hum->DecInventory(slot_id, 1);
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#if 0
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++curr_weapon->ammo;
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#endif
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} else {
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#if 0
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int weapon_idx = curr_weapon->weapon_idx;
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*curr_weapon = Weapon();
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curr_weapon->weapon_idx = weapon_idx;
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if (weapons[SMOKE_SLOT].weapon_id != 0) {
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curr_weapon = &weapons[SMOKE_SLOT];
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} else {
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curr_weapon = &weapons[0];
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}
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#endif
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hum->AutoLoadingBullet();
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}
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hum->need_sync_active_player = true;
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hum->SyncAroundPlayers(__FILE__, __LINE__, __func__);
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if (hum->room->BattleStarted()) {
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hum->room->CreateBullet(hum,
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weapon_meta,
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weapon_upgrade_meta,
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bullet_meta,
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bullet_born_pos,
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bullet_dir,
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fly_distance,
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is_tank_skin);
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}
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break;
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case 6:
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{
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//烟雾弹
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if (hum->GetInventory(slot_id) > 0) {
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hum->DecInventory(slot_id, 1);
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#if 0
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++curr_weapon->ammo;
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#endif
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} else {
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#if 0
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int weapon_idx = curr_weapon->weapon_idx;
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*curr_weapon = Weapon();
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curr_weapon->weapon_idx = weapon_idx;
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if (weapons[FRAG_SLOT].weapon_id != 0) {
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curr_weapon = &weapons[FRAG_SLOT];
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} else {
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curr_weapon = &weapons[0];
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}
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#endif
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hum->AutoLoadingBullet();
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}
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hum->need_sync_active_player = true;
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hum->SyncAroundPlayers(__FILE__, __LINE__, __func__);
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}
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break;
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}
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hum->last_shot_frameno_ = hum->room->GetFrameNo();
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if (!hum->need_sync_active_player) {
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hum->room->frame_event.AddBulletNumChg(hum);
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}
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shot_ok = true;
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}
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Human::Human():MoveableEntity()
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@ -458,43 +393,15 @@ void Human::Shot(a8::Vec2& target_dir, bool& shot_ok)
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return;
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}
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#if 1
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float fly_distance = 5;
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#endif
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for (auto& tuple : curr_weapon->meta->bullet_born_offset) {
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a8::Vec2 bullet_born_offset = a8::Vec2(std::get<0>(tuple), std::get<1>(tuple));
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bullet_born_offset.Rotate(attack_dir.CalcAngle(a8::Vec2::UP));
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a8::Vec2 bullet_born_pos = GetPos() + bullet_born_offset;
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if (room->OverBorder(bullet_born_pos, 0)) {
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return;
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}
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}
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room->frame_event.AddShot(this);
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for (auto& tuple : curr_weapon->meta->bullet_born_offset) {
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a8::Vec2 bullet_born_offset = a8::Vec2(std::get<0>(tuple), std::get<1>(tuple));
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bullet_born_offset.Rotate(attack_dir.CalcAngle(a8::Vec2::UP));
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a8::Vec2 bullet_born_pos = GetPos() + bullet_born_offset;
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a8::Vec2 bullet_dir = attack_dir;
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float bullet_angle = std::get<2>(tuple);
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if (curr_weapon->meta->i->bullet_angle() >= 0.10f) {
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int angle = (int)curr_weapon->meta->i->bullet_angle() * 1000;
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if (curr_weapon->GetUpgradeMeta()) {
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angle -= curr_weapon->GetAttrValue(kHAT_BulletAngle) * 1000;
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}
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if (angle > 0) {
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bullet_angle += (rand() % angle) / 1000.0f * (rand() % 2 == 0 ? 1 : -1);
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}
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}
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bullet_dir.Rotate(bullet_angle / 180.0f);
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room->frame_event.AddBullet(this, bullet_born_pos, bullet_dir, fly_distance);
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room->CreateBullet(this,
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curr_weapon->meta,
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curr_weapon->GetUpgradeMeta(),
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curr_weapon->bullet_meta,
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bullet_born_pos,
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bullet_dir,
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fly_distance);
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}
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InternalShot(this,
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curr_weapon->meta,
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curr_weapon->GetUpgradeMeta(),
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curr_weapon->bullet_meta,
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curr_weapon->weapon_lv,
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0,
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5,
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false);
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--curr_weapon->ammo;
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int slot_id = curr_weapon->meta->i->_inventory_slot();
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switch (slot_id) {
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@ -560,43 +467,16 @@ void Human::TankShot(a8::Vec2& target_dir)
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if (tank_weapon.ammo <= 0) {
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return;
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}
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for (auto& tuple : tank_weapon.meta->bullet_born_offset) {
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a8::Vec2 bullet_born_offset = a8::Vec2(std::get<0>(tuple), std::get<1>(tuple));
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bullet_born_offset.Rotate(attack_dir.CalcAngle(a8::Vec2::UP));
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a8::Vec2 bullet_born_pos = GetPos() + bullet_born_offset;
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if (room->OverBorder(bullet_born_pos, 0)) {
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return;
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}
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}
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room->frame_event.AddShot(this);
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for (auto& tuple : tank_weapon.meta->bullet_born_offset) {
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a8::Vec2 bullet_born_offset = a8::Vec2(std::get<0>(tuple), std::get<1>(tuple));
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bullet_born_offset.Rotate(attack_dir.CalcAngle(a8::Vec2::UP));
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a8::Vec2 bullet_born_pos = GetPos() + bullet_born_offset;
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a8::Vec2 bullet_dir = attack_dir;
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float bullet_angle = std::get<2>(tuple);
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if (tank_weapon.meta->i->bullet_angle() >= 0.01f) {
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int angle = (int)tank_weapon.meta->i->bullet_angle() * 1000;
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if (tank_weapon.GetUpgradeMeta()) {
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angle -= tank_weapon.GetAttrValue(kHAT_BulletAngle) * 1000;
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}
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if (angle > 0) {
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bullet_angle += (rand() % angle) / 1000.0f * (rand() % 2 == 0 ? 1 : -1);
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}
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}
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bullet_dir.Rotate(bullet_angle / 180.0f);
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room->frame_event.AddBullet(this, bullet_born_pos, bullet_dir, fly_distance);
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if (room->BattleStarted()) {
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room->CreateBullet(this,
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tank_weapon.meta,
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tank_weapon.GetUpgradeMeta(),
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tank_weapon.bullet_meta,
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bullet_born_pos,
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bullet_dir,
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fly_distance,
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true);
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}
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}
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InternalShot(this,
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tank_weapon.meta,
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tank_weapon.GetUpgradeMeta(),
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tank_weapon.bullet_meta,
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tank_weapon.weapon_lv,
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0,
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5,
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true);
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--tank_weapon.ammo;
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last_shot_frameno_ = room->GetFrameNo();
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room->frame_event.AddTankBulletNumChg(this);
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@ -286,6 +286,7 @@ class Human : public MoveableEntity
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void ChangeToRace(RaceType_e race, int level);
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void ChangeToRaceAndNotify(RaceType_e race, int level);
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void WinExp(Human* sender, int exp);
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HumanCar& GetCar() { return car_; }
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protected:
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void _InternalUpdateMove(float speed);
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@ -404,3 +405,12 @@ private:
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friend class FrameMaker;
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friend class FrameEvent;
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};
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void InternalShot(Human* hum,
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MetaData::Equip* weapon_meta,
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MetaData::EquipUpgrade* weapon_upgrade_meta,
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MetaData::Equip* bullet_meta,
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int weapon_lv,
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int skill_id,
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float fly_distance,
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bool is_tank_skin);
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@ -344,57 +344,16 @@ void Player::Shot()
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action_type == AT_Relive) {
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CancelAction();
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}
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#if 1
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if (true) {
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#else
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if (room->gas_data.gas_mode != GasInactive &&
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!a8::HasBitFlag(status, HS_Fly) &&
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!a8::HasBitFlag(status, HS_Jump)
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) {
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#endif
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for (auto& tuple : curr_weapon->meta->bullet_born_offset) {
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a8::Vec2 bullet_born_offset = a8::Vec2(std::get<0>(tuple), std::get<1>(tuple));
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bullet_born_offset.Rotate(attack_dir.CalcAngle(a8::Vec2::UP));
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a8::Vec2 bullet_born_pos = GetPos() + bullet_born_offset;
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if (room->OverBorder(bullet_born_pos, 0)) {
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return;
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}
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}
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room->frame_event.AddShot(this);
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for (auto& tuple : curr_weapon->meta->bullet_born_offset) {
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a8::Vec2 bullet_born_offset = a8::Vec2(std::get<0>(tuple), std::get<1>(tuple));
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bullet_born_offset.Rotate(attack_dir.CalcAngle(a8::Vec2::UP));
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a8::Vec2 bullet_born_pos = GetPos() + bullet_born_offset;
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a8::Vec2 bullet_dir = attack_dir;
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float bullet_angle = std::get<2>(tuple);
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if (curr_weapon->meta->i->bullet_angle() >= 0.01f) {
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int angle = (int)curr_weapon->meta->i->bullet_angle() * 1000;
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if (curr_weapon->GetUpgradeMeta()) {
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angle -= curr_weapon->GetAttrValue(kHAT_BulletAngle) * 1000;
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}
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if (angle > 0) {
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bullet_angle += (rand() % angle) / 1000.0f * (rand() % 2 == 0 ? 1 : -1);
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}
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}
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bullet_dir.Rotate(bullet_angle / 180.0f);
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if (car_.car_id != 0) {
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bullet_born_pos.x += MetaMgr::Instance()->horse_shoot_x;
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bullet_born_pos.y += MetaMgr::Instance()->horse_shoot_y;
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}
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room->frame_event.AddBullet(this, bullet_born_pos, bullet_dir, fly_distance);
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if (room->BattleStarted()) {
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room->CreateBullet(this,
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curr_weapon->meta,
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curr_weapon->GetUpgradeMeta(),
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curr_weapon->bullet_meta,
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bullet_born_pos,
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bullet_dir,
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fly_distance);
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}
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}
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} else {
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return;
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}
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InternalShot(this,
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curr_weapon->meta,
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curr_weapon->GetUpgradeMeta(),
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curr_weapon->bullet_meta,
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curr_weapon->weapon_lv,
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0,
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fly_distance,
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false);
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if (curr_weapon->weapon_idx != 0) {
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--curr_weapon->ammo;
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}
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