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@ -437,21 +437,6 @@ void FrameMaker::SerializeChgedWeaponAmmo(cs::SMUpdate* msg, Room* room, Human*
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}
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}
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}
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void FrameMaker::SerializeChgedLevel(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata)
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{
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}
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void FrameMaker::SerializeChgedExp(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata)
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{
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}
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void FrameMaker::SerializeChgedRace(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata)
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{
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}
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void FrameMaker::SerializeDeadAliveObjs(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata)
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void FrameMaker::SerializeDeadAliveObjs(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata)
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{
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{
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for (size_t idx : framedata->dead_alive_objs_) {
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for (size_t idx : framedata->dead_alive_objs_) {
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@ -32,8 +32,6 @@ private:
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void SerializeChgedSkillCurrTimes(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void SerializeChgedSkillCurrTimes(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void SerializeChgedItems(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void SerializeChgedItems(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void SerializeChgedWeaponAmmo(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void SerializeChgedWeaponAmmo(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void SerializeChgedLevel(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void SerializeChgedExp(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void SerializeChgedRace(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void SerializeChgedRace(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void SerializeDeadAliveObjs(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void SerializeDeadAliveObjs(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void SerializeChgedCars(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void SerializeChgedCars(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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