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@ -24,6 +24,7 @@ void SummonLootBuff::Activate()
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(
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equip_id,
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glm::vec3(x, y, z),
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glm::vec3(x, y, z),
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1,
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1
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);
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@ -618,7 +618,7 @@ void Bullet::ProcShieldWallBomb(int delay_time)
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void Bullet::ProcOilBucketBomb(int delay_time)
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{
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if (sender.Get()) {
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room->CreateLoot(gun_meta->id(), GetPos().ToGlmVec3(), 1, 1);
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room->CreateLoot(gun_meta->id(), GetPos().ToGlmVec3(), GetPos().ToGlmVec3(), 1, 1);
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}
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}
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@ -134,6 +134,7 @@ void Guide::ProcPickup()
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(
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equip_id,
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pos,
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pos,
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1,
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1
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);
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@ -1173,7 +1173,7 @@ void Human::DeadDrop()
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GlmHelper::RotateY(dir, a8::RandAngle());
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Position drop_pos = GetPos();
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drop_pos.AddGlmVec3(dir * (40.0f + rand() % 50));
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room->CreateLoot(helmet, drop_pos.ToGlmVec3(), 1, 1);
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room->CreateLoot(helmet, GetPos().ToGlmVec3(), drop_pos.ToGlmVec3(), 1, 1);
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helmet = 0;
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}
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//衣服
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@ -1182,7 +1182,7 @@ void Human::DeadDrop()
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GlmHelper::RotateY(dir, a8::RandAngle());
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Position drop_pos = GetPos();
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drop_pos.AddGlmVec3(dir * (40.0f + rand() % 50));
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room->CreateLoot(chest, drop_pos.ToGlmVec3(), 1, 1);
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room->CreateLoot(chest, GetPos().ToGlmVec3(), drop_pos.ToGlmVec3(), 1, 1);
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chest = 0;
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}
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//背包
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@ -1191,7 +1191,7 @@ void Human::DeadDrop()
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GlmHelper::RotateY(dir, a8::RandAngle());
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Position drop_pos = GetPos();
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drop_pos.AddGlmVec3(dir * (40.0f + rand() % 50));
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room->CreateLoot(backpack, drop_pos.ToGlmVec3(), 1, 1);
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room->CreateLoot(backpack, GetPos().ToGlmVec3(), drop_pos.ToGlmVec3(), 1, 1);
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backpack = 0;
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}
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}
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@ -1282,7 +1282,7 @@ void Human::DeadDrop()
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GetCurrWeapon()->weapon_idx == GUN_SLOT1) {
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int num = 1 + rand() % 2;
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for (int i = 0; i < num; ++i) {
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room->CreateLoot(GetCurrWeapon()->meta->id(), GetPos().ToGlmVec3(), 1, 1);
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room->CreateLoot(GetCurrWeapon()->meta->id(), GetPos().ToGlmVec3(), GetPos().ToGlmVec3(), 1, 1);
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}
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}
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}
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@ -1423,7 +1423,7 @@ void Human::ProcLootSkin(AddItemDTO& dto)
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GlmHelper::RotateY(dir, a8::RandAngle());
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Position drop_pos = GetPos();
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drop_pos.AddGlmVec3(dir * (40.0f + rand() % 50));
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room->CreateLoot(old_skin->skin_id, drop_pos.ToGlmVec3(), 1, 1);
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room->CreateLoot(old_skin->skin_id, GetPos().ToGlmVec3(), drop_pos.ToGlmVec3(), 1, 1);
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}
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*old_skin = Skin();
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@ -1443,7 +1443,7 @@ void Human::ProcLootSkin(AddItemDTO& dto)
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GlmHelper::RotateY(dir, a8::RandAngle());
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Position drop_pos = GetPos();
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drop_pos.AddGlmVec3(dir * (40.0f + rand() % 50));
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room->CreateLoot(old_skin->skin_id, drop_pos.ToGlmVec3(), 1, 1);
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room->CreateLoot(old_skin->skin_id, GetPos().ToGlmVec3(), drop_pos.ToGlmVec3(), 1, 1);
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}
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*old_skin = Skin();
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@ -3097,7 +3097,7 @@ void Human::DropWeapon(int weapon_idx, int num)
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GlmHelper::RotateY(dir, a8::RandAngle());
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Position pos = GetPos();
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pos.FromGlmVec3(GetPos().ToGlmVec3() + dir * (40.0f + rand() % 50));
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room->CreateLoot(weapon_id, pos.ToGlmVec3(), 1, 1);
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room->CreateLoot(weapon_id, GetPos().ToGlmVec3(), pos.ToGlmVec3(), 1, 1);
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}
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}
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MarkSyncActivePlayer(__FILE__, __LINE__, __func__);
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@ -587,9 +587,9 @@ RoomObstacle* Room::CreateObstacle(int id, float x, float y, float z,
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return entity;
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}
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int Room::CreateLoot(int equip_id, const glm::vec3& pos, int count, int equip_lv)
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int Room::CreateLoot(int equip_id, const glm::vec3& born_pos, const glm::vec3& pos, int count, int equip_lv)
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{
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return CreateLootEx(equip_id, pos, pos, count, equip_lv, false);
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return CreateLootEx(equip_id, born_pos, pos, count, equip_lv, false);
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}
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int Room::CreateLootEx(int equip_id, const glm::vec3& born_pos, const glm::vec3& pos, int count, int equip_lv, bool show_anim)
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@ -3010,6 +3010,7 @@ void Room::CreateWorldObjects()
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(
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obj->object_id,
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obj->pos,
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obj->pos,
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1,
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1
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);
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@ -3080,6 +3081,7 @@ void Room::CreateWorldObjects()
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(
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std::get<1>(tuple),
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objects[i]->pos,
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objects[i]->pos,
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1,
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1
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);
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@ -152,7 +152,7 @@ public:
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void DropItem(const glm::vec3& pos, int item_id, int item_count, int item_lv);
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void DropItemEx(const glm::vec3& born_pos, const glm::vec3& pos, int item_id, int item_count, int item_lv, bool show_anim);
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int CreateLoot(int equip_id, const glm::vec3& pos, int count, int equip_lv);
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int CreateLoot(int equip_id, const glm::vec3& born_pos, const glm::vec3& pos, int count, int equip_lv);
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int CreateLootEx(int equip_id, const glm::vec3& born_pos, const glm::vec3& pos, int count, int equip_lv, bool show_anim);
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int CreateBullet(Creature* sender,
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Creature* passenger,
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