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@ -4401,11 +4401,7 @@ void Human::DropWeapon(int weapon_idx, int num)
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break;
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}
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if (drop_ok) {
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{
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a8::Vec2 dir = a8::Vec2::UP;
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dir.Rotate(a8::RandAngle());
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room->CreateLoot(weapon_id, GetPos() + dir * (40 + rand() % 50), 1, 1);
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}
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bool create_loot = true;
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if (weapon_ammo > 0) {
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MetaData::Equip* bullet_meta = MetaMgr::Instance()->GetEquip(weapon_meta->i->use_bullet());
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if (bullet_meta && bullet_meta->i->_inventory_slot() > 0) {
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@ -4425,13 +4421,26 @@ void Human::DropWeapon(int weapon_idx, int num)
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a8::Vec2 drop_dir = a8::Vec2::UP;
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drop_dir.Rotate(a8::RandAngle());
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a8::Vec2 drop_pos = GetPos() + drop_dir * (25 + rand() % 50);
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#if 1
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{
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room->DropItem(drop_pos, bullet_meta->i->id(), drop_num, 1);
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create_loot = false;
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}
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#else
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if (bullet_meta->i->_inventory_slot() == IS_FRAG ||
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bullet_meta->i->_inventory_slot() == IS_SMOKE) {
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//只有手雷和烟雾弹会掉落
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room->DropItem(drop_pos, bullet_meta->i->id(), drop_num, 1);
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create_loot = false;
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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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if (create_loot) {
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a8::Vec2 dir = a8::Vec2::UP;
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dir.Rotate(a8::RandAngle());
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room->CreateLoot(weapon_id, GetPos() + dir * (40 + rand() % 50), 1, 1);
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}
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MarkSyncActivePlayer(__FILE__, __LINE__, __func__);
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SyncAroundPlayers(__FILE__, __LINE__, __func__);
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