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@ -351,7 +351,7 @@ const int SYNC_FRAME_RATE = 10;
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const float FRAME_RATE_MS = 1000.0f / SERVER_FRAME_RATE;
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const int NEXT_FRAME_TIMER = 2;
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const int MAX_WEAPON_NUM = 9;
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const int MAX_WEAPON_NUM = 14;
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const int MAX_SKIN_LV = 9;
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const int GUN_SLOT1 = 1;
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@ -365,8 +365,12 @@ const int SPEC1_IS_END = IS_SMOKE;
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const int SPEC2_IS_BEGIN = IS_POSION_GAS_BOMB;
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const int SPEC2_IS_END = IS_MINE;
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const int SPEC3_IS_BEGIN = IS_C4;
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const int SPEC3_IS_END = IS_OIL_BUCKET;
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const int SPEC1_SLOT_BEGIN = 3; //手雷 烟雾弹
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const int SPEC2_SLOT_BEGIN = 5; //毒气弹 燃烧瓶 陷井 地雷
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const int SPEC3_SLOT_BEGIN = 9; //毒气弹 燃烧瓶 陷井 地雷
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const int DOOR_THING_ID = 61701;
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@ -661,8 +661,26 @@ void Player::LootInteraction(Loot* entity)
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DecInventory(item_meta->i->_inventory_slot(), add_num);
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}
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break;
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case IS_C4:
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case IS_SHIELD_WALL:
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case IS_SINGAL_GUN:
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case IS_SHEN_BAO:
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case IS_OIL_BUCKET:
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{
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Weapon* weapon = &weapons[SPEC3_SLOT_BEGIN +
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(item_meta->i->_inventory_slot() - SPEC3_IS_BEGIN)
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];
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weapon->weapon_id = entity->item_id;
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weapon->weapon_lv = 1;
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weapon->ammo += entity->count;
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weapon->meta = item_meta;
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weapon->Recalc();
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DecInventory(item_meta->i->_inventory_slot(), add_num);
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}
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break;
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default:
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{
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int i = 0;
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#if 0
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abort();
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#endif
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