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@ -518,11 +518,7 @@ void Human::FillMFObjectLess(Room* room, Human* hum, cs::MFPlayerFull* full_data
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p->set_shoot_offset_x(shoot_offset.x);
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p->set_shoot_offset_x(shoot_offset.x);
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p->set_shoot_offset_y(shoot_offset.y);
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p->set_shoot_offset_y(shoot_offset.y);
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GetCurrWeapon()->ToPB(this, p->mutable_weapon());
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GetCurrWeapon()->ToPB(this, p->mutable_weapon());
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#if 1
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PBUtils::Ability_FillMFAttrAdditionList(GetAbility().get(), this, p);
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PBUtils::FillMFAttrAdditionList(GetAbility().get(), this, p);
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#else
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GetAbility()->FillMFAttrAdditionList(room, this, p->mutable_attr_addition());
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#endif
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if (GetCar()) {
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if (GetCar()) {
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p->set_car_uniid(GetCar()->car_uniid);
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p->set_car_uniid(GetCar()->car_uniid);
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p->set_car_seat(GetSeat());
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p->set_car_seat(GetSeat());
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@ -1696,11 +1692,7 @@ void Human::FillMFActivePlayerData(cs::MFActivePlayerData* player_data)
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FillSkillList(player_data->mutable_skill_list());
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FillSkillList(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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#if 1
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PBUtils::Ability_FillMFAttrAdditionList(GetAbility().get(), this, player_data);
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PBUtils::FillMFAttrAdditionList(GetAbility().get(), this, player_data);
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#else
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GetAbility()->FillMFAttrAdditionList(room, this, player_data->mutable_attr_addition());
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#endif
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if (GetBuffByEffectId(kBET_HoldShield)) {
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if (GetBuffByEffectId(kBET_HoldShield)) {
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player_data->set_shield_hp(shield_hp_);
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player_data->set_shield_hp(shield_hp_);
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player_data->set_shield_max_hp(shield_max_hp_);
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player_data->set_shield_max_hp(shield_max_hp_);
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@ -5,32 +5,46 @@
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#include "pbutils.h"
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#include "pbutils.h"
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#include "ability.h"
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#include "ability.h"
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void Ability_FillMFAttrAdditionList(Ability* p , Human* hum,
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void PBUtils::Ability_FillMFAttrAdditionList(Ability* self, Human* hum, cs::MFActivePlayerData* player_data)
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::google::protobuf::RepeatedPtrField<::cs::MFAttrAddition>* pb_attr_list)
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{
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_Ability_FillMFAttrAdditionList
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(self,
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hum,
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[player_data] ()
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{
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return player_data->add_attr_addition();
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});
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}
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void PBUtils::Ability_FillMFAttrAdditionList(Ability* self, Human* hum, cs::MFPlayerFull* full_data)
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{
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_Ability_FillMFAttrAdditionList
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(self,
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hum,
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[full_data] ()
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{
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return full_data->add_attr_addition();
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});
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}
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void PBUtils::_Ability_FillMFAttrAdditionList(Ability* self,
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Human* hum,
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std::function<cs::MFAttrAddition* ()> add_func
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)
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{
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{
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for (int attr_id = 0; attr_id < kHAT_End; ++attr_id) {
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for (int attr_id = 0; attr_id < kHAT_End; ++attr_id) {
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if (!(attr_id == 12 || attr_id == 33)) {
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if (!(attr_id == 12 || attr_id == 33)) {
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continue;
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continue;
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}
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}
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if (p->buff_attr_flag_[attr_id]) {
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if (self->buff_attr_flag_[attr_id]) {
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auto pb_attr = pb_attr_list->Add();
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auto pb_attr = add_func();
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pb_attr->set_attr_id(attr_id);
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pb_attr->set_attr_id(attr_id);
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pb_attr->set_abs_val(p->buff_attr_abs_[attr_id]);
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pb_attr->set_abs_val(self->buff_attr_abs_[attr_id]);
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#if 1
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#if 1
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pb_attr->set_rate_val(p->buff_attr_rate_[attr_id]);
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pb_attr->set_rate_val(self->buff_attr_rate_[attr_id]);
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#else
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#else
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pb_attr->set_rate_val(p->buff_attr_rate_[attr_id] * 100);
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pb_attr->set_rate_val(self->buff_attr_rate_[attr_id] * 100);
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#endif
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#endif
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}
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}
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}
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}
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}
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}
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void PBUtils::FillMFAttrAdditionList(Ability* p, Human* hum, cs::MFActivePlayerData* player_data)
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{
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Ability_FillMFAttrAdditionList(p, hum, player_data->mutable_attr_addition());
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}
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void PBUtils::FillMFAttrAdditionList(Ability* p, Human* hum, cs::MFPlayerFull* full_data)
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{
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Ability_FillMFAttrAdditionList(p, hum, full_data->mutable_attr_addition());
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}
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@ -4,6 +4,7 @@ namespace cs
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{
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{
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class MFActivePlayerData;
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class MFActivePlayerData;
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class MFPlayerFull;
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class MFPlayerFull;
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class MFAttrAddition;
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}
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}
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class Ability;
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class Ability;
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@ -11,8 +12,15 @@ class Human;
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class PBUtils
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class PBUtils
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{
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{
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public:
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public:
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static void FillMFAttrAdditionList(Ability* p, Human* hum, cs::MFActivePlayerData* player_data);
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static void FillMFAttrAdditionList(Ability* p, Human* hum, cs::MFPlayerFull* full_data);
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static void Ability_FillMFAttrAdditionList(Ability* self, Human* hum, cs::MFActivePlayerData* player_data);
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static void Ability_FillMFAttrAdditionList(Ability* self, Human* hum, cs::MFPlayerFull* full_data);
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private:
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static void _Ability_FillMFAttrAdditionList
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(Ability* self,
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Human* hum,
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std::function<cs::MFAttrAddition* ()> add_func
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);
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};
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};
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