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@ -118,6 +118,7 @@ void Human::FillMFObjectPart(Room* room, Human* hum, cs::MFObjectPart* part_data
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part_data->set_object_type(ET_Player);
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cs::MFPlayerPart* p = part_data->mutable_union_obj_1();
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p->set_obj_uniid(GetEntityUniId());
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p->set_speed(GetSpeed());
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TypeConvert::ToPb(GetPos(), p->mutable_pos());
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TypeConvert::ToPb(attack_dir, p->mutable_dir());
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}
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@ -161,6 +162,7 @@ void Human::FillMFObjectFull(Room* room, Human* hum, cs::MFObjectFull* full_data
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p->set_disconnected(disconnected);
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p->set_anim_type(anim_type);
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p->set_anim_seq(anim_seq);
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p->set_speed(GetSpeed());
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for (auto itr : skins) {
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auto skin = p->add_skin();
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itr.ToPB(skin);
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@ -348,6 +348,7 @@ private:
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Entity* last_collision_door_ = nullptr;
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long long jump_frameno_ = 0;
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float old_sync_speed = 0;
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friend class FrameMaker;
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friend class FrameEvent;
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@ -191,6 +191,7 @@ message MFPlayerPart
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optional int32 obj_uniid = 1; //唯一id
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optional MFVec2 pos = 2; //位置
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optional MFVec2 dir = 3; //朝向
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optional float speed = 4; //速度
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}
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//玩家信息-全量
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@ -241,6 +242,7 @@ message MFPlayerFull
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//一下字段只有僵尸模式才有效
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optional int32 charid = 44; //人物id
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optional float speed = 45; //速度
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optional string user_data = 60 [default = ""]; //用户自定义数据
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}
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