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@ -470,10 +470,6 @@ void Human::Shot(a8::Vec2& target_dir, bool& shot_ok)
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shot_ok = true;
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shot_ok = true;
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}
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}
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void Human::DirectShot(MetaData::Equip* bullet_meta, int skill_id, bool& shot_ok)
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{
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}
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void Human::TankShot(a8::Vec2& target_dir)
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void Human::TankShot(a8::Vec2& target_dir)
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{
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{
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if (!tank_weapon.meta) {
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if (!tank_weapon.meta) {
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@ -3394,14 +3390,28 @@ void Human::ProcSkillPhase(MetaData::SkillPhase* phase)
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break;
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break;
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case kSkill_Shot:
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case kSkill_Shot:
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{
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{
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MetaData::Equip* bullet_meta = MetaMgr::Instance()->GetEquip(phase->param1.GetInt());
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MetaData::Equip* weapon_meta = MetaMgr::Instance()->GetEquip(phase->param1.GetInt());
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if (bullet_meta) {
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if (weapon_meta) {
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MetaData::EquipUpgrade* weapon_upgrade_meta =
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MetaMgr::Instance()->GetEquipUpgrade(weapon_meta->i->id());
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MetaData::Equip* bullet_meta =
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MetaMgr::Instance()->GetEquip(weapon_meta->i->use_bullet());
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if (weapon_upgrade_meta && bullet_meta) {
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a8::Vec2 old_attack_dir = attack_dir;
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a8::Vec2 old_attack_dir = attack_dir;
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bool shot_ok = false;
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InternalShot
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DirectShot(bullet_meta, skill_meta_->i->skill_id(), shot_ok);
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(
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this,
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weapon_meta,
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weapon_upgrade_meta,
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bullet_meta,
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1,
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skill_meta_->i->skill_id(),
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5,
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false);
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attack_dir = old_attack_dir;
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attack_dir = old_attack_dir;
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}
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}
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}
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}
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}
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break;
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break;
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case kSkill_Pull:
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case kSkill_Pull:
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{
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{
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@ -171,7 +171,6 @@ class Human : public MoveableEntity
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long long GetRealDeadFrameNo(Room* room);
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long long GetRealDeadFrameNo(Room* room);
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void FillMFTeamData(cs::MFTeamData* team_data, bool is_game_over);
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void FillMFTeamData(cs::MFTeamData* team_data, bool is_game_over);
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void Shot(a8::Vec2& target_dir, bool& shot_ok);
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void Shot(a8::Vec2& target_dir, bool& shot_ok);
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void DirectShot(MetaData::Equip* bullet_meta, int skill_id, bool& shot_ok);
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void TankShot(a8::Vec2& target_dir);
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void TankShot(a8::Vec2& target_dir);
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void RecalcSelfCollider();
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void RecalcSelfCollider();
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bool IsCollisionInMapService();
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bool IsCollisionInMapService();
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@ -88,4 +88,3 @@ a8::Vec2 BornPoint::RandPoint() const
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}
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}
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return born_point;
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return born_point;
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}
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}
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