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@ -72,28 +72,35 @@ cs::SMUpdate* FrameMaker::MakeUpdateMsg(Human* hum)
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cs::SMUpdate* msg = new cs::SMUpdate;
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cs::SMUpdate* msg = new cs::SMUpdate;
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Room* room = hum->room;
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Room* room = hum->room;
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{
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{
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msg->set_frameno(hum->room->GetFrameNo() / 2);
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if (hum->room->GetGasData().gas_mode == GasJump) {
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cs::MFPlane* p = msg->mutable_plane();
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TypeConvert::ToPb(hum->room->plane.start_point, p->mutable_start_point());
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TypeConvert::ToPb(hum->room->plane.end_point, p->mutable_end_point());
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TypeConvert::ToPb(hum->room->plane.curr_pos, p->mutable_pos());
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}
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}
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}
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SerializeNewObjects(msg, room, hum, framedata);
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SerializeNewObjects(msg, room, hum, framedata);
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SerializePartObjects(msg, room, hum, framedata);
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SerializePartObjects(msg, room, hum, framedata);
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SerializeDelObjects(msg, room, hum, framedata);
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SerializeDelObjects(msg, room, hum, framedata);
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SerializeOutObjects(msg, room, hum, framedata);
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SerializeOutObjects(msg, room, hum, framedata);
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SerializeShots(msg, room, hum, framedata);
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SerializeShots(msg, room, hum, framedata);
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SerializeEmotes(msg, room, hum, framedata);
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SerializeBullets(msg, room, hum, framedata);
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SerializeBullets(msg, room, hum, framedata);
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SerializeDelBullets(msg, room, hum, framedata);
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SerializeExplosions(msg, room, hum, framedata);
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SerializeSmokes(msg, room, hum, framedata);
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SerializeSmokes(msg, room, hum, framedata);
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SerializePlaySkills(msg, room, hum, framedata);
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SerializePlaySkills(msg, room, hum, framedata);
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SerializeEmotes(msg, room, hum, framedata);
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SerializeExplosions(msg, room, hum, framedata);
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SerializeChgedBulletNums(msg, room, hum, framedata);
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SerializeChgedBuffs(msg, room, hum, framedata);
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SerializeChgedBuffs(msg, room, hum, framedata);
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SerializeChgedBulletNums(msg, room, hum, framedata);
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SerializeChgedHps(msg, room, hum, framedata);
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SerializeChgedSkillCds(msg, room, hum, framedata);
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SerializeChgedSkillCds(msg, room, hum, framedata);
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SerializeChgedSkillCurrTimes(msg, room, hum, framedata);
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SerializeChgedSkillCurrTimes(msg, room, hum, framedata);
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SerializeChgedHps(msg, room, hum, framedata);
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SerializeChgedItems(msg, room, hum, framedata);
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SerializeChgedItems(msg, room, hum, framedata);
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SerializeChgedWeaponAmmo(msg, room, hum, framedata);
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SerializeChgedWeaponAmmo(msg, room, hum, framedata);
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SerializeDeadAliveObjs(msg, room, hum, framedata);
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SerializeDeadAliveObjs(msg, room, hum, framedata);
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SerializeChgedCars(msg, room, hum, framedata);
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SerializeChgedCars(msg, room, hum, framedata);
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SerializeChgedProps(msg, room, hum, framedata);
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SerializeChgedProps(msg, room, hum, framedata);
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SerializeDelBullets(msg, room, hum, framedata);
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{
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{
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if (room->frame_event.airdrops_.size() > 0) {
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if (room->frame_event.airdrops_.size() > 0) {
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*msg->mutable_airdrop() = room->frame_event.airdrops_.Get(0);
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*msg->mutable_airdrop() = room->frame_event.airdrops_.Get(0);
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@ -115,15 +122,6 @@ cs::SMUpdate* FrameMaker::MakeUpdateMsg(Human* hum)
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void FrameMaker::SerializeNewObjects(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata)
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void FrameMaker::SerializeNewObjects(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata)
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{
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{
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#if 0
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msg->set_frameno(hum->room->GetFrameNo() / 2);
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if (hum->room->GetGasData().gas_mode == GasJump) {
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cs::MFPlane* p = msg->mutable_plane();
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TypeConvert::ToPb(hum->room->plane.start_point, p->mutable_start_point());
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TypeConvert::ToPb(hum->room->plane.end_point, p->mutable_end_point());
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TypeConvert::ToPb(hum->room->plane.curr_pos, p->mutable_pos());
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}
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#endif
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#ifdef DEBUG
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#ifdef DEBUG
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Debug_FullObject(hum);
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Debug_FullObject(hum);
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#endif
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#endif
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@ -32,7 +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 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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void SerializeChgedProps(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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void SerializeChgedProps(cs::SMUpdate* msg, Room* room, Human* hum, FrameData* framedata);
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