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@ -893,3 +893,17 @@ void Creature::ResetAction()
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action_target_id = 0;
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action_target_id = 0;
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need_sync_active_player = true;
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need_sync_active_player = true;
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}
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}
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bool Creature::IsProperTarget(Creature* target)
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{
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return true;
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}
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bool Creature::IsEnemy(Creature* target)
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{
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if (room->GetRoomMode() == kZombieMode) {
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return target->GetRace() != GetRace();
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} else {
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return team_id != target->team_id;
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}
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}
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@ -57,6 +57,8 @@ class Creature : public MoveableEntity
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void AddPassiveSkill(int skill_id);
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void AddPassiveSkill(int skill_id);
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void ClearPassiveSkill();
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void ClearPassiveSkill();
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bool IsProperTarget(Creature* target);
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bool IsEnemy(Creature* target);
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virtual void SelectSkillTargets(Skill* skill,
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virtual void SelectSkillTargets(Skill* skill,
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const a8::Vec2& target_pos,
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const a8::Vec2& target_pos,
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std::set<Entity*>& target_list);
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std::set<Entity*>& target_list);
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@ -2032,15 +2032,6 @@ void Human::WinExp(Human* sender, int exp)
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}
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}
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}
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}
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bool Human::IsEnemy(Human* hum)
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{
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if (room->GetRoomMode() == kZombieMode) {
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return hum->GetRace() != GetRace();
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} else {
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return team_id != hum->team_id;
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}
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}
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RoomObstacle* Human::SummonObstacle(int id, const a8::Vec2& pos)
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RoomObstacle* Human::SummonObstacle(int id, const a8::Vec2& pos)
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{
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{
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RoomObstacle* obstacle = room->CreateObstacle(id, pos.x, pos.y);
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RoomObstacle* obstacle = room->CreateObstacle(id, pos.x, pos.y);
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@ -247,7 +247,6 @@ class Human : public Creature
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int GetSeat() { return seat_; }
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int GetSeat() { return seat_; }
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void SetSeat(int seat) { seat_ = seat; }
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void SetSeat(int seat) { seat_ = seat; }
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void DeadDrop();
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void DeadDrop();
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bool IsEnemy(Human* hum);
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RoomObstacle* SummonObstacle(int id, const a8::Vec2& pos);
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RoomObstacle* SummonObstacle(int id, const a8::Vec2& pos);
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virtual std::string GetName() override { return name;};
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virtual std::string GetName() override { return name;};
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