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@ -1021,6 +1021,12 @@ void Buff::ProcMachineGun()
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break;
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break;
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case MAGIC_FG:
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case MAGIC_FG:
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{
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{
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bool shot_ok = false;
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a8::Vec2 target_dir;
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float fly_distance = 0;
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int trace_target_uniid = 0;
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owner->Shot(owner->context_dir, shot_ok, fly_distance, trace_target_uniid);
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owner->room->xtimer.ModifyTimer
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owner->room->xtimer.ModifyTimer
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(remover_timer,
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(remover_timer,
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skill_meta->number_meta->float_time * 1000 / FRAME_RATE_MS);
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skill_meta->number_meta->float_time * 1000 / FRAME_RATE_MS);
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@ -906,6 +906,9 @@ void Creature::ProcSkillPhase(MetaData::SkillPhase* phase)
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if (std::abs(skill_dir_.x) > FLT_EPSILON ||
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if (std::abs(skill_dir_.x) > FLT_EPSILON ||
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std::abs(skill_dir_.y) > FLT_EPSILON) {
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std::abs(skill_dir_.y) > FLT_EPSILON) {
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float target_distance = 5;
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float target_distance = 5;
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if (CurrentSkill()->meta->GetMagicId() == MAGIC_FG) {
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target_distance = CurrentSkill()->meta->number_meta->float_range;
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}
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if (weapon_meta->i->equip_type() == EQUIP_TYPE_THROW &&
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if (weapon_meta->i->equip_type() == EQUIP_TYPE_THROW &&
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weapon_meta->i->equip_subtype() == THROW_EQUIP_TYPE_ADD_BUFF) {
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weapon_meta->i->equip_subtype() == THROW_EQUIP_TYPE_ADD_BUFF) {
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target_distance = skill_distance_;
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target_distance = skill_distance_;
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