21.箱子无法被触碰爆开,仅可被枪械攻击或手动打开
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@ -75,6 +75,7 @@ void Car::FillMFObjectFull(Room* room, Human* hum, cs::MFObjectFull* full_data)
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p->set_max_health(GetMaxHP());
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p->set_oil(cur_oil_);
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p->set_max_oil(meta->i->max_oil());
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p->set_bullet_num(weapons[GUN_SLOT1].ammo);
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FillBuffList(hum, p->mutable_buff_list());
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}
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@ -157,9 +157,17 @@ bool Hero::IsCollisionInMapService()
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)
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) {
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if (last_collision_door_ != collider->owner) {
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OptResult opt_result = kOptPass;
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obstacle->OnCollisionTrigger(this, opt_result);
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if (opt_result == kOptContinue) {
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continue;
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} else if (opt_result == kOptBreak) {
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return true;
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}
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if (!obstacle->IsDead(room) &&
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obstacle->Attackable() &&
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obstacle->meta->i->drop() != 0 &&
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obstacle->IsTouchInteraction() &&
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room->GetGasData().gas_mode != GasInactive &&
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(!obstacle->IsTerminatorAirDropBox(room))
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) {
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@ -527,6 +527,7 @@ bool Human::IsCollisionInMapService()
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if (!obstacle->IsDead(room) &&
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obstacle->Attackable() &&
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obstacle->meta->i->drop() != 0 &&
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obstacle->IsTouchInteraction() &&
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room->GetGasData().gas_mode != GasInactive &&
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(!obstacle->IsTerminatorAirDropBox(room) || GetRace() == kHumanRace)
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) {
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@ -639,6 +639,10 @@ bool Obstacle::DoInteraction(Human* sender)
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break;
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default:
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{
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if (!IsDead(sender->room) && IsOpenInteraction()) {
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Die(sender->room);
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BroadcastFullState(sender->room);
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}
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}
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break;
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}
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@ -736,3 +740,8 @@ bool Obstacle::IsTouchInteraction()
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{
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return meta->i->interaction_mode() == 1;
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}
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bool Obstacle::IsOpenInteraction()
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{
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return meta->i->interaction_mode() == 2;
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}
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@ -68,6 +68,7 @@ class Obstacle : public Entity
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bool Attackable();
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bool Throughable();
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bool IsTouchInteraction();
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bool IsOpenInteraction();
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protected:
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Obstacle();
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@ -667,7 +667,6 @@ void Player::LootInteraction(Loot* entity)
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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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