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@ -1656,13 +1656,11 @@ void Human::ProcLootSkin(AddItemDTO& dto)
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Skin* old_skin = GetSkinByIdx(kSkinSlot_CLOTH);
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if (old_skin) {
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if (old_skin->skin_id != 0) {
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a8::Vec2 dir = a8::Vec2::UP;
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dir.Rotate(a8::RandAngle());
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// 999
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#if 1
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#else
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room->CreateLoot(old_skin->skin_id, GetPos() + dir * (40 + rand() % 50), 1, 1);
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#endif
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glm::vec3 dir = GlmHelper::UP;
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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, 1, 1);
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}
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*old_skin = Skin();
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@ -2869,14 +2867,10 @@ void Human::DropWeapon(int weapon_idx, int num)
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DecInventory(slot_id, num);
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MarkSyncActivePlayer(__FILE__, __LINE__, __func__);
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a8::Vec2 drop_dir = a8::Vec2::UP;
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drop_dir.Rotate(a8::RandAngle());
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// 999
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#if 1
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glm::vec3 drop_dir = GlmHelper::UP;
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Glmhelper::RotateY(drop_dir, a8::RandAngle());
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Position drop_pos = GetPos();
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#else
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a8::Vec2 drop_pos = GetPos() + drop_dir * (25 + rand() % 50);
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#endif
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drop_pos.AddGlmVec3(drop_dir * (25.0f + rand() % 50));
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room->DropItem(drop_pos, item_meta->id(), num, 1);
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}
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}
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