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@ -73,9 +73,11 @@ class Simulate(object):
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self._updatePartObj(self._getRealPartObj(partobj))
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self._updatePartObj(self._getRealPartObj(partobj))
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self._updateActivePlayerData(frame)
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self._updateActivePlayerData(frame)
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for objid in frame.out_objids:
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for objid in frame.out_objids:
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del self._objHash[objid]
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if objid in self._objHash:
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del self._objHash[objid]
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for objid in frame.del_objids:
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for objid in frame.del_objids:
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del self._objHash[objid]
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if objid in self._objHash:
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del self._objHash[objid]
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self._chgedBuffList(frame)
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self._chgedBuffList(frame)
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self._chgedPropList(frame)
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self._chgedPropList(frame)
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@ -133,23 +135,27 @@ class Simulate(object):
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def _updatePartObj(self, obj):
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def _updatePartObj(self, obj):
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entity = self._objHash[obj.obj_uniid]
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entity = self._objHash[obj.obj_uniid]
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entity.pos = obj.pos
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entity.pos.x = 100
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entity.dir = obj.dir
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#entity.dir = obj.dir
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def _updateActivePlayerData(self, frame):
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def _updateActivePlayerData(self, frame):
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active_player = self._objHash[frame.active_player_id]
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if not frame.active_player_data:
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self._curr_player['obj_uniid'] = frame.active_player_id
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return
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self._curr_player['action_type'] = frame.action_type
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if frame.active_player_id:
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self._curr_player['action_duration'] = frame.action_duration
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self._curr_player['obj_uniid'] = frame.active_player_id
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self._curr_player['action_frameno'] = frame.action_frameno
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self._curr_player['action_type'] = frame.active_player_data.action_type
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self._curr_player['items'] = frame.items
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self._curr_player['action_duration'] = frame.active_player_data.action_duration
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self._curr_player['inventory'] = frame.inventory
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self._curr_player['action_frameno'] = frame.active_player_data.action_frameno
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self._curr_player['cur_weapon_idx'] = frame.cur_weapon_idx
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self._curr_player['items'] = frame.active_player_data.items
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self._curr_player['weapons'] = frame.weapons
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self._curr_player['inventory'] = frame.active_player_data.inventory
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self._curr_player['skill_list'] = frame.skill_list
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self._curr_player['cur_weapon_idx'] = frame.active_player_data.cur_weapon_idx
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self._curr_player['weapons'] = frame.active_player_data.weapons
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self._curr_player['skill_list'] = frame.active_player_data.skill_list
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def _chgedBuffList(self, frame):
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def _chgedBuffList(self, frame):
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for chged_buff in frame.chged_buff_list:
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for chged_buff in frame.chged_buff_list:
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if chged_buff.obj_id not in self._objHash:
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continue
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entity = self._objHash[chged_buff.obj_id]
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entity = self._objHash[chged_buff.obj_id]
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if entity:
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if entity:
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if chged_buff.chg == 0:
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if chged_buff.chg == 0:
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@ -164,15 +170,15 @@ class Simulate(object):
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self.applyChgedProp(entity, chged_prop)
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self.applyChgedProp(entity, chged_prop)
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def _entityUpdateBuff(self, entity, pb_buff):
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def _entityUpdateBuff(self, entity, pb_buff):
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buff = self.getBuffByUniId(self, entity, pb_buff.buff_uniid)
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buff = self.getBuffByUniId(entity, pb_buff.buff_uniid)
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if buff:
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if buff:
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entity.buff_list.erase(buff)
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entity.buff_list.remove(buff)
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entity.buff_list.append(pb_buff)
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entity.buff_list.append(pb_buff)
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def _entityRemoveBuff(self, entity, pb_buff):
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def _entityRemoveBuff(self, entity, pb_buff):
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buff = self.getBuffByUniId(self, entity, pb_buff.buff_uniid)
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buff = self.getBuffByUniId(entity, pb_buff.buff_uniid)
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if buff:
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if buff:
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entity.buff_list.erase(buff)
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entity.buff_list.remove(buff)
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def getBuffByUniId(self, entity, buff_uniid):
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def getBuffByUniId(self, entity, buff_uniid):
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for buff in entity.buff_list:
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for buff in entity.buff_list:
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