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@ -282,7 +282,8 @@ void FrameEvent::AddWeaponAmmoChg(CreatureWeakPtr& sender)
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(
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std::make_tuple(sender,
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sender.Get()->GetCurrWeapon()->weapon_idx,
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sender.Get()->GetCurrWeapon()->ammo
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sender.Get()->GetCurrWeapon()->ammo,
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sender.Get()->GetCurrWeapon()->GetClipVolume(sender.Get())
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)
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);
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int idx = room->frame_event_data->chged_weapon_ammo_.size() - 1;
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@ -17,7 +17,7 @@ private:
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std::vector<std::tuple<CreatureWeakPtr, ::cs::MFEffectChg>> chged_effects_;
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std::vector<std::tuple<CreatureWeakPtr, int, int>> chged_items_;
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std::vector<CreatureWeakPtr> chged_bullet_nums_;
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std::vector<std::tuple<CreatureWeakPtr, int, int>> chged_weapon_ammo_;
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std::vector<std::tuple<CreatureWeakPtr, int, int, int>> chged_weapon_ammo_;
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std::vector<CreatureWeakPtr> chged_hps_;
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std::vector<std::tuple<CreatureWeakPtr, int, int>> chged_skillcds_;
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std::vector<std::tuple<CreatureWeakPtr, int, int>> chged_skill_curr_times_;
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@ -542,6 +542,7 @@ void FrameMaker::SerializeChgedWeaponAmmo(cs::SMUpdate* msg, Room* room, Human*
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p->set_property_type(kPropWeaponAmmo);
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p->set_property_subtype(std::get<1>(tuple));
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p->set_value(std::get<2>(tuple));
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p->set_value2(std::get<3>(tuple));
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}
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}
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}
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@ -1652,12 +1652,14 @@ void Player::UpdateThrowBomb()
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RemoveBuffByEffectId(kBET_Hide);
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}
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--weapon.ammo;
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room->frame_event.AddPropChg
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room->frame_event.AddPropChgEx
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(
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GetWeakPtrRef(),
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kPropWeaponAmmo,
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weapon.weapon_idx,
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weapon.ammo,
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weapon.GetClipVolume(this),
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0,
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true
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);
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glm::vec3 bomb_pos = glm::vec3(
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@ -4,6 +4,7 @@
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#include "creature.h"
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#include "battledatacontext.h"
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#include "pbutils.h"
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#include "human.h"
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#include "mt/Equip.h"
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@ -26,9 +27,13 @@ int Weapon::GetClipVolume(Creature* c)
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{
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if (c->GetBattleContext()) {
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return c->GetBattleContext()->GetClipVolume(c, this);
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} else {
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if (c->IsHuman() && meta->_inventory_slot() > 0) {
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return c->AsHuman()->GetVolume(meta->_inventory_slot());
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} else {
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return meta ? meta->clip_volume() :0;
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}
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}
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}
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int Weapon::GetFireRate(Creature* c)
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@ -111,9 +111,6 @@ message MFVec3
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/*
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property_type: 1 血量
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property_type: 2 最大血量
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property_type: 3 库存
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property_subtype: 库存数组索引
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valule: 当前数量
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property_type: 4 技能cd时间(剩余时间)
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property_type: 5 技能cd时间(总时间)
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property_type: 6 载具剩余子弹数
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@ -123,9 +120,10 @@ message MFVec3
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property_type: 9 当前道具(目前只有伪装)
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property_subtype: 道具id
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valule: 当前数量(数量<=0时除)
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property_type: 10 更新武器子弹数
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property_type: 10 更新武器子弹数和弹夹上限
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property_subtype: 武器索引
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valule: 当前数量
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valule2: 当前弹夹上限
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property_type: 11 载具
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property_subtype: car_uniid
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valule: seat
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2
third_party/a8
vendored
2
third_party/a8
vendored
@ -1 +1 @@
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Subproject commit 7bd146740195fbf3d0268fd873708f4ec2f56ab6
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Subproject commit 592661bae5547a0c1675816595b803f902d83041
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