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@ -4053,12 +4053,20 @@ void Room::CalcMvp()
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float param0 = 0.0f;
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float param0 = 0.0f;
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float param1 = 0.0f;
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float param1 = 0.0f;
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int max_kill = 0;
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float max_kill = 0;
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int max_assist = 0;
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float max_assist = 0;
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float max_damage = 0.0f;
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float max_damage = 0.0f;
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float max_recover = 0.0f;
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float max_recover = 0.0f;
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int max_level = 0;
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float max_level = 0;
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int max_alive = 0;
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float max_alive = 0;
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TraverseHumanList
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(
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[this, &max_kill, &max_assist, &max_damage, &max_recover, &max_level, &max_alive]
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(Human* hum) mutable -> bool
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{
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return true;
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});
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TraverseHumanList
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TraverseHumanList
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(
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(
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@ -4068,35 +4076,35 @@ void Room::CalcMvp()
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float kill_sco = param0;
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float kill_sco = param0;
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{
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{
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if (max_kill > 0) {
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if (max_kill > 0) {
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int kill = hum->stats->kills;
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float kill = hum->stats->kills;
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kill_sco = (param1 - param0) / (max_kill - 0) * (kill - 0) + param0;
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kill_sco = (param1 - param0) / (max_kill - 0) * (kill - 0) + param0;
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}
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}
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}
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}
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float assist_sco = 0.0f;
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float assist_sco = 0.0f;
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{
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{
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if (max_assist > 0) {
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if (max_assist > 0) {
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int assist = hum->stats->assist;
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float assist = hum->stats->assist;
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assist_sco = (param1 - param0) / (max_assist - 0) * (assist - 0) + param0;
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assist_sco = (param1 - param0) / (max_assist - 0) * (assist - 0) + param0;
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}
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}
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}
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}
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float damage_sco = 0.0f;
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float damage_sco = 0.0f;
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{
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{
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if (max_damage > 0) {
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if (max_damage > 0) {
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int damage = hum->stats->damage_amount_out;
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float damage = hum->stats->damage_amount_out;
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damage_sco = (param1 - param0) / (max_damage - 0) * (damage - 0) + param0;
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damage_sco = (param1 - param0) / (max_damage - 0) * (damage - 0) + param0;
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}
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}
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}
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}
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float recover_sco = 0.0f;
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float recover_sco = 0.0f;
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{
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{
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if (max_recover > 0) {
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if (max_recover > 0) {
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int recover = hum->stats->damage_amount_out;
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float recover = hum->stats->damage_amount_out;
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recover_sco = (param1 - param0) / (max_recover - 0) * (recover - 0) + param0;
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recover_sco = (param1 - param0) / (max_recover - 0) * (recover - 0) + param0;
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}
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}
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}
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}
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float level_sco = 0.0f;
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float level_sco = 0.0f;
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{
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{
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if (max_level > 0) {
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if (max_level > 0) {
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int level = hum->GetHeroLevel();
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float level = hum->GetHeroLevel();
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level_sco = (param1 - param0) / (max_level - 0) * (level - 0) + param0;
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level_sco = (param1 - param0) / (max_level - 0) * (level - 0) + param0;
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}
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}
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}
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}
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