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@ -442,7 +442,7 @@ enum SamplePolyFlags
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enum MagicType_e
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{
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MAGIC_NONE = 0,
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MAGIC_20101, //20101 爱心香风
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MAGIC_20101_XL, //20101 爱心香风
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MAGIC_20701, //20701 瞬间移动回血
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MAGIC_20801, //20801 火力压制
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MAGIC_20901, //20901 野蛮冲撞
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@ -453,7 +453,7 @@ enum MagicType_e
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MAGIC_20301, //20301 医疗站
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MAGIC_20501, //20501 隐身
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MAGIC_30101, //30101 自然恢复
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MAGIC_30101_XL, //30101 自然恢复
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MAGIC_30201, //30201 受伤加速
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MAGIC_30301, //30301 击杀回血
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MAGIC_30401, //30401 死亡自曝
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@ -499,7 +499,7 @@ void InternalShot(Creature* c,
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bullet_info.bullet_idx = bulletIdx;
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bullet_info.bullet_num = bulletNum;
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if (skill_meta &&
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(skill_meta->GetMagicId() == MAGIC_20101 ||
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(skill_meta->GetMagicId() == MAGIC_20101_XL ||
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skill_meta->GetMagicId() == MAGIC_20201)
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) {
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bullet_info.trace_target_uniid = c->GetSkillTargetId();
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@ -250,7 +250,7 @@ void Skill::InitActiveSkill()
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void Skill::InitPassiveSkill()
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{
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switch (meta->GetMagicId()) {
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case MAGIC_30101:
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case MAGIC_30101_XL:
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{
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ProcSJXY();
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}
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@ -21,7 +21,7 @@ std::map<int, int> SkillHelper::skill_magic_hash_;
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static int GetMagicSkillId(int magic_id)
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{
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switch (magic_id) {
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case MAGIC_20101:
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case MAGIC_20101_XL:
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{
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return 20101;
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}
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@ -72,7 +72,7 @@ static int GetMagicSkillId(int magic_id)
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}
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break;
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case MAGIC_30101:
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case MAGIC_30101_XL:
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{
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return 30101;
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}
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@ -254,7 +254,7 @@ void SkillHelper::ProcBulletHitBuff(IBullet* bullet, Creature* c, int buff_uniid
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return;
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}
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switch (skill_meta->GetMagicId()) {
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case MAGIC_20101:
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case MAGIC_20101_XL:
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{
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if (buff->meta->buff_effect() == kBET_Vertigo) {
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c->room->xtimer.ModifyTime
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@ -347,7 +347,7 @@ bool SkillHelper::ProcBulletDmg(IBullet* bullet, Creature* target, float& finaly
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return false;
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}
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switch (skill_meta->GetMagicId()) {
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case MAGIC_20101:
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case MAGIC_20101_XL:
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case MAGIC_20401:
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{
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finaly_dmg =
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