diff --git a/server/gameserver/human.cc b/server/gameserver/human.cc index c0ffbdee..e2ad221f 100644 --- a/server/gameserver/human.cc +++ b/server/gameserver/human.cc @@ -836,6 +836,8 @@ void Human::BeKill(int killer_id, const std::string& killer_name, int weapon_id) RemoveBuffByEffectId(kBET_Camouflage); } ClearLordMode(); + room->frame_event.AddDead(this, + 0); #ifdef DEBUG room->CheckPartObjects(); #endif diff --git a/server/tools/protobuild/cs_proto.proto b/server/tools/protobuild/cs_proto.proto index 6e777016..c4a2ff82 100755 --- a/server/tools/protobuild/cs_proto.proto +++ b/server/tools/protobuild/cs_proto.proto @@ -1037,10 +1037,9 @@ message SMUpdate repeated MFBuffChg chged_buff_list = 28; //buff变更列表 repeated MFPropertyChg chged_property_list = 31; //property变更列表 repeated MFPlaySkill play_skill_list = 32; //播放技能 - repeated int32 dead_objects = 33; //在这帧死亡的对象 - //一下字段只有僵尸模式才有效 repeated MFTuple dead_alive_objs = 42; //玩家values[0]:objid values[1]:多少毫秒后复活 values[2]: 0:死亡 1:复活 + //一下字段只有僵尸模式才有效 repeated MFPosition object_positions = 43; //对象坐标信息,如果对象已经在part_objects则可能不发,这时客户端可以读取part_objects里的左边更新小地图 optional int32 game_left_time = 45; //游戏剩余时间(毫秒, 战斗开始后字段才有意义) }