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@ -633,6 +633,7 @@ void Player::ProcPrepareItems(const ::google::protobuf::RepeatedField< ::google:
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}
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}
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if (weapons[weapon_idx].weapon_id == 0) {
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if (weapons[weapon_idx].weapon_id == 0) {
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Weapon* weapon = &weapons[weapon_idx];
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Weapon* weapon = &weapons[weapon_idx];
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weapon->weapon_uniid = spec_weapon.weapon_uniid;
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weapon->weapon_idx = weapon_idx;
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weapon->weapon_idx = weapon_idx;
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weapon->weapon_id = second_weapon.weapon_id;
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weapon->weapon_id = second_weapon.weapon_id;
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weapon->weapon_lv = second_weapon.weapon_lv;
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weapon->weapon_lv = second_weapon.weapon_lv;
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@ -92,6 +92,7 @@ Player* PlayerMgr::CreatePlayerByCMJoin(Player* hum,
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if (equip_meta && equip_meta->i->equip_type() == EQUIP_TYPE_WEAPON) {
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if (equip_meta && equip_meta->i->equip_type() == EQUIP_TYPE_WEAPON) {
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hum->weapon_configs[weapon.weapon_id()] = weapon.weapon_lv();
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hum->weapon_configs[weapon.weapon_id()] = weapon.weapon_lv();
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Weapon& spec_weapon = a8::FastAppend(hum->spec_weapons);
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Weapon& spec_weapon = a8::FastAppend(hum->spec_weapons);
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spec_weapon.weapon_uniid = weapon.weapon_uniid();
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spec_weapon.weapon_id = weapon.weapon_id();
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spec_weapon.weapon_id = weapon.weapon_id();
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spec_weapon.weapon_lv = weapon.weapon_lv();
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spec_weapon.weapon_lv = weapon.weapon_lv();
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spec_weapon.ammo = weapon.ammo();
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spec_weapon.ammo = weapon.ammo();
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@ -6,6 +6,7 @@
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void Weapon::Clear()
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void Weapon::Clear()
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{
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{
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weapon_uniid = "";
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weapon_id = 0;
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weapon_id = 0;
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weapon_lv = 0;
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weapon_lv = 0;
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ammo = 0;
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ammo = 0;
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@ -16,6 +17,7 @@ void Weapon::Clear()
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void Weapon::ToPB(cs::MFWeapon* pb_obj)
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void Weapon::ToPB(cs::MFWeapon* pb_obj)
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{
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{
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pb_obj->set_weapon_uniid(weapon_uniid);
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pb_obj->set_weapon_id(weapon_id);
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pb_obj->set_weapon_id(weapon_id);
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pb_obj->set_weapon_lv(weapon_lv);
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pb_obj->set_weapon_lv(weapon_lv);
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pb_obj->set_ammo(ammo);
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pb_obj->set_ammo(ammo);
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@ -14,6 +14,7 @@ namespace MetaData
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struct Weapon
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struct Weapon
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{
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{
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std::string weapon_uniid;
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int weapon_idx = 0;
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int weapon_idx = 0;
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int weapon_id = 0;
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int weapon_id = 0;
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int weapon_lv = 0;
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int weapon_lv = 0;
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@ -200,6 +200,7 @@ message MFWeapon
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{
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{
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optional int32 weapon_id = 1; //武器id 当weapon_id == 0时表示无装备(装备位置显示空)
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optional int32 weapon_id = 1; //武器id 当weapon_id == 0时表示无装备(装备位置显示空)
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optional int32 weapon_lv = 2; //武器等级
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optional int32 weapon_lv = 2; //武器等级
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optional string weapon_uniid = 3; //武器唯一id
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optional int32 ammo = 4; //弹药数
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optional int32 ammo = 4; //弹药数
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optional int32 volume = 5; //弹夹容量
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optional int32 volume = 5; //弹夹容量
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}
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}
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