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@ -1752,6 +1752,9 @@ void Creature::AutoLoadingBullet(bool manual)
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}
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int duration_time = p_weapon->GetAttrValue(kHAT_ReloadTime) *
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(1 + GetAbility()->GetAttrRate(kHAT_WeaponReloadTime));
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#if 0
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duration_time = 1000 * 5;
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#endif
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StartAction(AT_Reload,
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duration_time,
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p_weapon->weapon_id,
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@ -2047,16 +2050,6 @@ void Creature::SetCurrWeapon(Weapon* weapon)
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}
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#endif
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if (curr_weapon_ != weapon) {
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if (GetActionType() == AT_Reload) {
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CancelAction();
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if (weapon->weapon_idx != 0 &&
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weapon->ammo <= 0) {
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if (weapon->weapon_idx == GUN_SLOT1 ||
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weapon->weapon_idx == GUN_SLOT2) {
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AutoLoadingBullet();
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}
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}
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}
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GetTrigger()->TakeonWeapon(curr_weapon_, weapon);
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}
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curr_weapon_ = weapon;
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@ -1260,6 +1260,7 @@ void Human::FillMFActivePlayerData(cs::MFActivePlayerData* player_data)
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player_data->set_action_item_id(action_item_id);
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player_data->set_action_duration(duration);
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player_data->set_action_target_id(action_target_id);
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player_data->set_action_frameno(action_frameno);
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}
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}
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#if 1
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@ -536,6 +536,11 @@ message MFActivePlayerData
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optional int32 action_duration = 5; //持续时间毫秒
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optional int32 action_item_id = 6;
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optional int32 action_target_id = 7;
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/*
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action触发的帧号,当服务器下发的action_type和客户端本地的action_type相同时
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action_frameno不同也要播放对应的动画,视为同一种action_type的不同触发
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*/
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optional int32 action_frameno = 1;
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repeated MFPair items = 8; //存放玩家身上携带的装备信息(目前只存伪装) key:道具id value:数量
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