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@ -3390,14 +3390,18 @@ 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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Entity* entity = room->GetEntityByUniId(skill_target_id);
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MetaData::Equip* weapon_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 (weapon_meta) {
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if (weapon_meta && entity) {
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float target_distance = entity->GetPos().Distance(GetPos());
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MetaData::EquipUpgrade* weapon_upgrade_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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MetaMgr::Instance()->GetEquipUpgrade(weapon_meta->i->id());
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MetaData::Equip* bullet_meta =
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MetaData::Equip* bullet_meta =
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MetaMgr::Instance()->GetEquip(weapon_meta->i->use_bullet());
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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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if (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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attack_dir = entity->GetPos() - GetPos();
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attack_dir.Normalize();
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InternalShot
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InternalShot
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(
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(
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this,
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this,
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@ -3406,7 +3410,7 @@ void Human::ProcSkillPhase(MetaData::SkillPhase* phase)
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bullet_meta,
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bullet_meta,
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1,
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1,
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skill_meta_->i->skill_id(),
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skill_meta_->i->skill_id(),
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5,
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target_distance,
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false);
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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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@ -2604,7 +2604,7 @@ void Room::AddPlayerPostProc(Player* hum)
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}
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}
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if (GetRoomMode() == kZombieMode) {
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if (GetRoomMode() == kZombieMode) {
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#if 1
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#if 1
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hum->ChangeToRace(kZombieRace, 2);
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hum->ChangeToRace(kZombieRace, 1);
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#else
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#else
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hum->ChangeToRace(kHumanRace, 1);
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hum->ChangeToRace(kHumanRace, 1);
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#endif
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#endif
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