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04becd0cd6
@ -373,6 +373,18 @@ void Bullet::ProcFragBomb(int delay_time)
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void Bullet::ProcPosionGasBomb(int delay_time)
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{
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if (sender.Get()) {
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#if 1
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a8::Vec2 old_buff_vec2_param1 = sender.Get()->buff_vec2_param1;
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sender.Get()->buff_vec2_param1 = GetPos();
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MetaData::Buff * buff_meta = MetaMgr::Instance()->GetBuff(gun_meta->i->buffid());
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if (buff_meta) {
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sender.Get()->AddBuff(sender.Get(),
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buff_meta,
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1
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);
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}
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sender.Get()->buff_vec2_param1 = old_buff_vec2_param1;
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#else
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PosionGasMiTask* task = new PosionGasMiTask();
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task->room = room;
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task->sender.Attach(sender.Get());
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@ -398,6 +410,7 @@ void Bullet::ProcPosionGasBomb(int delay_time)
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},
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&room->timer_attacher.timer_list_
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);
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#endif
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}
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}
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@ -383,6 +383,7 @@ enum ObstacleType_e
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kObstacleSelfExplosion = 1,
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kObstacleMine = 2,
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kObstacleTrap = 3,
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kObstaclePosionGas = 4,
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};
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const char* const PROJ_NAME_FMT = "game%d_gameserver";
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@ -21,6 +21,8 @@ void InternalShot(Creature* c,
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{
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if (weapon_meta->i->_inventory_slot() == IS_TRAP ||
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weapon_meta->i->_inventory_slot() == IS_MINE) {
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a8::Vec2 old_buff_vec2_param1 = c->buff_vec2_param1;
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c->buff_vec2_param1 = c->GetPos();
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MetaData::Buff * buff_meta = MetaMgr::Instance()->GetBuff(bullet_meta->i->buffid());
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if (buff_meta) {
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c->AddBuff(c,
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@ -28,6 +30,7 @@ void InternalShot(Creature* c,
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1
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);
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}
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c->buff_vec2_param1 = old_buff_vec2_param1;
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return;
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}
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for (auto& tuple : weapon_meta->bullet_born_offset) {
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@ -500,6 +503,7 @@ void Creature::DoSkill(int skill_id,
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skill_distance_ = skill_distance;
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curr_skill_ = skill;
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playing_skill = true;
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buff_vec2_param1 = GetPos() + skill_dir_ * skill_distance_;
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CurrentSkill()->last_use_frameno = room->GetFrameNo();
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if (CurrentSkill()->meta->i->skill_target() == kST_Self
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) {
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@ -845,6 +849,7 @@ void Creature::ProcBuffEffect(Creature* caster, Buff* buff)
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case kBET_SummonObstacle:
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{
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a8::Vec2 target_pos = caster->GetPos() + caster->skill_dir_ * caster->skill_distance_;
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target_pos = buff_vec2_param1;
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SummonObstacle(buff->meta->param1, target_pos);
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}
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break;
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@ -47,6 +47,7 @@ class Creature : public MoveableEntity
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long long poisoning_time = 0;
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Weapon car_weapon;
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a8::Vec2 buff_vec2_param1;
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bool need_sync_active_player = false;
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std::function<void ()> on_loading_bullet;
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@ -246,6 +246,8 @@ void Human::FillMFPlayerStats(cs::MFPlayerStats* stats_pb)
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{
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stats_pb->set_player_id(GetEntityUniId());
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stats_pb->set_player_avatar_url(avatar_url);
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stats_pb->set_charid(meta->i->id());
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stats_pb->set_team_id(team_id);
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if (!dead) {
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stats_pb->set_time_alive(room->GetFrameNo() * 1000.0f / SERVER_FRAME_RATE);
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@ -694,6 +696,8 @@ void Human::FillSMGameOver(cs::SMGameOver& msg)
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msg.set_game_over(room->IsGameOver());
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msg.set_victory(!dead);
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msg.set_room_uuid(a8::XValue(room->GetRoomUuid()));
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msg.set_total_human_num(room->GetHumanNum());
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msg.set_alive_human_num(room->AliveCount());
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{
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for (auto& itr : *team_members) {
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@ -836,6 +840,8 @@ void Human::BeKill(int killer_id, const std::string& killer_name, int weapon_id)
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RemoveBuffByEffectId(kBET_Camouflage);
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}
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ClearLordMode();
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room->frame_event.AddDead(this,
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0);
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#ifdef DEBUG
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room->CheckPartObjects();
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#endif
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@ -64,11 +64,14 @@ void MolotorCocktailMiTask::Check()
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}
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}
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);
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a8::Vec2 old_buff_vec2_param1 = sender.Get()->buff_vec2_param1;
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sender.Get()->buff_vec2_param1 = sender.Get()->GetPos();
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for (Creature* target : objects) {
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if (!target->GetBuffById(meta->i->buffid())) {
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target->MustBeAddBuff(sender.Get(), meta->i->buffid());
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}
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}
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sender.Get()->buff_vec2_param1 = old_buff_vec2_param1;
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}
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}
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@ -64,11 +64,14 @@ void PosionGasMiTask::Check()
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}
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}
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);
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a8::Vec2 old_buff_vec2_param1 = sender.Get()->buff_vec2_param1;
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sender.Get()->buff_vec2_param1 = sender.Get()->GetPos();
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for (Creature* target : objects) {
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if (!target->GetBuffById(meta->i->buffid())) {
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target->MustBeAddBuff(sender.Get(), meta->i->buffid());
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}
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}
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sender.Get()->buff_vec2_param1 = old_buff_vec2_param1;
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}
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}
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@ -171,6 +171,11 @@ int Room::GetPlayerNum()
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return accountid_hash_.size();
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}
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int Room::GetHumanNum()
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{
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return human_hash_.size();
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}
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Player* Room::GetPlayerByAccountId(const std::string& accountid)
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{
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auto itr = accountid_hash_.find(accountid);
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@ -2246,7 +2251,7 @@ ObstacleData* Room::GetPermanentObstacleData(int obstacle_uniid)
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long long Room::GetGasInactiveTime()
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{
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#if DEBUG
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#ifdef DEBUG
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return 5;
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#endif
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if (room_mode_ == kZombieMode) {
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@ -74,6 +74,7 @@ public:
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#endif
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int GetPlayerNum();
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int GetHumanNum();
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int AliveCount();
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long long AliveCountChgFrameNo() { return alive_count_chged_frameno_; };
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inline int RealAliveCount() { return alive_human_hash_.size(); }
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@ -330,6 +330,11 @@ void RoomObstacle::Active()
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ActiveTrap();
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}
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break;
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case kObstaclePosionGas:
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{
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ActivePosionGas();
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}
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break;
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default:
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break;
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}
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@ -393,3 +398,30 @@ void RoomObstacle::ActiveTrap()
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&xtimer_attacher.timer_list_
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);
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}
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void RoomObstacle::ActivePosionGas()
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{
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room->xtimer.AddDeadLineTimerAndAttach
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(
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meta->i->time() / FRAME_RATE_MS,
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a8::XParams()
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.SetSender(this),
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[] (const a8::XParams& param)
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{
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RoomObstacle* obstacle = (RoomObstacle*)param.sender.GetUserData();
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obstacle->room->xtimer.AddRepeatTimerAndAttach
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(
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obstacle->meta->i->explosion_interval() / FRAME_RATE_MS,
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a8::XParams()
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.SetSender(obstacle),
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[] (const a8::XParams& param)
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{
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RoomObstacle* obstacle = (RoomObstacle*)param.sender.GetUserData();
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obstacle->SpecExplosion();
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},
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&obstacle->xtimer_attacher.timer_list_
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);
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},
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&xtimer_attacher.timer_list_
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);
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}
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@ -28,6 +28,7 @@ private:
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void ActiveSelfExplosion();
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void ActiveMine();
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void ActiveTrap();
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void ActivePosionGas();
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protected:
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bool temp_through_ = false;
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@ -667,6 +667,8 @@ message MFPlayerStats
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optional int32 vip_lv = 35 [default = 0]; //等级
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optional int32 head = 36 [default = 0]; //头像框
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optional int32 sex = 37 [default = 0]; //性别
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optional int32 charid = 38; //人物id
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optional int32 team_id = 39; //tamid
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}
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//空投
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@ -1038,8 +1040,8 @@ message SMUpdate
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repeated MFPropertyChg chged_property_list = 31; //property变更列表
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repeated MFPlaySkill play_skill_list = 32; //播放技能
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//一下字段只有僵尸模式才有效
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repeated MFTuple dead_alive_objs = 42; //玩家values[0]:objid values[1]:多少毫秒后复活 values[2]: 0:死亡 1:复活
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//一下字段只有僵尸模式才有效
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repeated MFPosition object_positions = 43; //对象坐标信息,如果对象已经在part_objects则可能不发,这时客户端可以读取part_objects里的左边更新小地图
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optional int32 game_left_time = 45; //游戏剩余时间(毫秒, 战斗开始后字段才有意义)
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}
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@ -1064,6 +1066,8 @@ message SMGameOver
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optional int32 team_allcnt = 3;
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optional bool game_over = 4; //是否结束
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optional bool victory = 5; //是否胜利
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optional int32 total_human_num = 12; //房间总人数
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optional int32 alive_human_num = 13; //房间剩余存活人数
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repeated MFPlayerStats player_stats = 6; //玩家信息统计
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optional string room_uuid = 7; //房间唯一id
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