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@ -587,10 +587,7 @@ void Human::FillMFObjectFull(Room* room, Human* hum, cs::MFObjectFull* full_data
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a8::XPrintf("DoFollow1 %d->%d\n", {GetUniId(), follow_target.Get()->GetUniId()});
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a8::XPrintf("DoFollow1 %d->%d\n", {GetUniId(), follow_target.Get()->GetUniId()});
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#endif
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#endif
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}
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}
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// 222
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Human_FillBodyState(this, p->mutable_states());
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#if 0
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FillBodyState(p->mutable_states());
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#endif
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Creature_FillBuffList(this, hum, p->mutable_buff_list());
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Creature_FillBuffList(this, hum, p->mutable_buff_list());
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Creature_FillSkillList(this, p->mutable_skill_list());
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Creature_FillSkillList(this, p->mutable_skill_list());
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if (dead) {
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if (dead) {
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@ -999,11 +996,8 @@ void Human::FillMFActivePlayerData(cs::MFActivePlayerData* player_data)
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player_data->set_max_energy_shield(max_energy_shield);
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player_data->set_max_energy_shield(max_energy_shield);
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}
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}
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#endif
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#endif
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// 222
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Human_FillBodyState(this, player_data->mutable_states());
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#if 0
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Human_FillItemList(this, this->items_, player_data->mutable_items());
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FillBodyState(player_data->mutable_states());
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FillItemList(player_data->mutable_items());
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#endif
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Creature_FillSkillList(this, player_data->mutable_skill_list());
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Creature_FillSkillList(this, player_data->mutable_skill_list());
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player_data->set_shoot_offset_x(shoot_offset.x);
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player_data->set_shoot_offset_x(shoot_offset.x);
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player_data->set_shoot_offset_y(shoot_offset.y);
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player_data->set_shoot_offset_y(shoot_offset.y);
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