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@ -52,16 +52,14 @@ void InternalShot(Creature* c,
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if (c->room->BattleStarted() ||
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(c->room->GetGasData().gas_mode == GasJump &&
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!c->HasBuffEffect(kBET_Jump))) {
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#if 0
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c->room->CreateBullet(hum,
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weapon_meta,
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weapon_upgrade_meta,
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bullet_meta,
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bullet_born_pos,
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bullet_dir,
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fly_distance,
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is_tank_skin);
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#endif
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c->room->CreateBullet(c,
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weapon_meta,
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weapon_upgrade_meta,
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bullet_meta,
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bullet_born_pos,
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bullet_dir,
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fly_distance,
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is_tank_skin);
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}
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}
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}
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@ -504,7 +502,6 @@ void Creature::ProcSkillPhase(MetaData::SkillPhase* phase)
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a8::Vec2 old_attack_dir = attack_dir;
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attack_dir = entity->GetPos() - GetPos();
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attack_dir.Normalize();
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#if 0
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InternalShot
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(
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this,
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@ -516,7 +513,6 @@ void Creature::ProcSkillPhase(MetaData::SkillPhase* phase)
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target_distance,
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false);
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attack_dir = old_attack_dir;
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#endif
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}
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}
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}
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@ -558,7 +554,6 @@ void Creature::ProcBuffEffect(Creature* caster, Buff* buff)
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equip_meta->i->equip_type() == EQUIP_TYPE_CAR &&
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equip_meta->i->equip_subtype() == 1
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) {
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#if 0
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MetaData::Equip* car_weapon_meta = MetaMgr::Instance()->GetEquip(equip_meta->int_param1);
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if (car_weapon_meta) {
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car_weapon.weapon_idx = 100;
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@ -568,7 +563,6 @@ void Creature::ProcBuffEffect(Creature* caster, Buff* buff)
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car_weapon.Recalc();
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car_weapon.ammo = car_weapon.GetClipVolume();
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}
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#endif
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}
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}
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}
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@ -114,3 +114,12 @@ private:
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friend class Skill;
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};
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void InternalShot(Creature* sender,
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MetaData::Equip* weapon_meta,
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MetaData::EquipUpgrade* weapon_upgrade_meta,
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MetaData::Equip* bullet_meta,
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int weapon_lv,
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int skill_id,
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float fly_distance,
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bool is_tank_skin);
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@ -34,69 +34,6 @@ const int kReviveTimeAdd = 12;
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const int kSkinNum = 4;
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const int kREVIVE_BUFF_ID = 0;
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void InternalShot(Human* hum,
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MetaData::Equip* weapon_meta,
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MetaData::EquipUpgrade* weapon_upgrade_meta,
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MetaData::Equip* bullet_meta,
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int weapon_lv,
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int skill_id,
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float fly_distance,
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bool is_tank_skin)
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{
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for (auto& tuple : weapon_meta->bullet_born_offset) {
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a8::Vec2 bullet_born_offset = a8::Vec2(std::get<0>(tuple), std::get<1>(tuple));
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bullet_born_offset.Rotate(hum->attack_dir.CalcAngle(a8::Vec2::UP));
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a8::Vec2 bullet_born_pos = hum->GetPos() + bullet_born_offset;
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if (hum->room->OverBorder(bullet_born_pos, 0)) {
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return;
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}
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}
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hum->room->frame_event.AddShot(hum);
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for (auto& tuple : weapon_meta->bullet_born_offset) {
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a8::Vec2 bullet_born_offset = a8::Vec2(std::get<0>(tuple), std::get<1>(tuple));
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bullet_born_offset.Rotate(hum->attack_dir.CalcAngle(a8::Vec2::UP));
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a8::Vec2 bullet_born_pos = hum->GetPos() + bullet_born_offset;
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a8::Vec2 bullet_dir = hum->attack_dir;
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float bullet_angle = std::get<2>(tuple);
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if (weapon_meta->i->bullet_angle() >= 0.10f) {
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int angle = (int)weapon_meta->i->bullet_angle() * 1000;
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#if 0
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if (curr_weapon->GetUpgradeMeta()) {
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angle -= curr_weapon->GetAttrValue(kHAT_BulletAngle) * 1000;
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}
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#endif
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if (angle > 0) {
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bullet_angle += (rand() % angle) / 1000.0f * (rand() % 2 == 0 ? 1 : -1);
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}
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}
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bullet_dir.Rotate(bullet_angle / 180.0f);
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if (hum->GetCar()) {
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#if 0
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bullet_born_pos.x += MetaMgr::Instance()->horse_shoot_x;
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bullet_born_pos.y += MetaMgr::Instance()->horse_shoot_y;
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#endif
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}
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hum->room->frame_event.AddBullet(hum,
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weapon_meta,
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weapon_lv,
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bullet_born_pos,
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bullet_dir,
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fly_distance);
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if (hum->room->BattleStarted() ||
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(hum->room->GetGasData().gas_mode == GasJump &&
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!hum->HasBuffEffect(kBET_Jump))) {
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hum->room->CreateBullet(hum,
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weapon_meta,
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weapon_upgrade_meta,
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bullet_meta,
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bullet_born_pos,
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bullet_dir,
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fly_distance,
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is_tank_skin);
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}
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}
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}
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Human::Human():Creature()
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{
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default_weapon.weapon_idx = 0;
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@ -368,12 +368,3 @@ private:
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friend class FrameMaker;
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friend class FrameEvent;
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};
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void InternalShot(Human* hum,
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MetaData::Equip* weapon_meta,
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MetaData::EquipUpgrade* weapon_upgrade_meta,
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MetaData::Equip* bullet_meta,
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int weapon_lv,
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int skill_id,
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float fly_distance,
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bool is_tank_skin);
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@ -520,7 +520,7 @@ int Room::CreateLoot(int equip_id, a8::Vec2 pos, int count, int equip_lv)
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}
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}
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void Room::CreateBullet(Human* hum,
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void Room::CreateBullet(Creature* sender,
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MetaData::Equip* weapon_meta,
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MetaData::EquipUpgrade* weapon_upgrade_meta,
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MetaData::Equip* bullet_meta,
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@ -531,7 +531,7 @@ void Room::CreateBullet(Human* hum,
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{
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if (grid_service->CanAdd(pos.x, pos.y)) {
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Bullet* bullet = EntityFactory::Instance()->MakeBullet(AllocUniid());
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bullet->sender = hum;
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bullet->sender = sender;
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bullet->room = this;
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bullet->gun_meta = weapon_meta;
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bullet->gun_upgrade_meta = weapon_upgrade_meta;
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@ -102,7 +102,7 @@ public:
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void DropItem(a8::Vec2 pos, int item_id, int item_count, int item_lv);
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int CreateLoot(int equip_id, a8::Vec2 pos, int count, int equip_lv);
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void CreateBullet(Human* hum,
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void CreateBullet(Creature* sender,
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MetaData::Equip* weapon_meta,
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MetaData::EquipUpgrade* weapon_upgrade_meta,
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MetaData::Equip* bullet_meta,
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