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@ -1450,61 +1450,51 @@ void Human::DeadDrop()
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{
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{
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Skin* old_skin = GetSkinByIdx(kSkinSlot_HAT);
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Skin* old_skin = GetSkinByIdx(kSkinSlot_HAT);
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if (old_skin && old_skin->skin_id != 0 && SkinCanDrop(old_skin)) {
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if (old_skin && old_skin->skin_id != 0 && SkinCanDrop(old_skin)) {
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a8::Vec2 dir = a8::Vec2::UP;
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glm::vec3 dir = GlmHelper::UP;
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dir.Rotate(a8::RandAngle());
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GlmHelper::RotateY(dir, a8::RandAngle());
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// 999
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Position drop_pos = GetPos();
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#if 1
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drop_pos.AddGlmVec3(dir * (40.0f + rand() % 50));
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#else
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room->CreateLoot(old_skin->skin_id, drop_pos, 1, 1);
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room->CreateLoot(old_skin->skin_id, GetPos() + dir * (40 + rand() % 50), 1, 1);
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#endif
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*old_skin = Skin();
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*old_skin = Skin();
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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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Skin* old_skin = GetSkinByIdx(kSkinSlot_CLOTH);
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Skin* old_skin = GetSkinByIdx(kSkinSlot_CLOTH);
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if (old_skin && old_skin->skin_id != 0 && SkinCanDrop(old_skin)) {
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if (old_skin && old_skin->skin_id != 0 && SkinCanDrop(old_skin)) {
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a8::Vec2 dir = a8::Vec2::UP;
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glm::vec3 dir = GlmHelper::UP;
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dir.Rotate(a8::RandAngle());
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GlmHelper::RotateY(dir, a8::RandAngle());
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// 999
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Position drop_pos = GetPos();
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#if 1
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drop_pos.AddGlmVec3(dir * (40.0f + rand() % 50));
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#else
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room->CreateLoot(old_skin->skin_id, drop_pos, 1, 1);
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room->CreateLoot(old_skin->skin_id, GetPos() + dir * (40 + rand() % 50), 1, 1);
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#endif
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*old_skin = Skin();
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*old_skin = Skin();
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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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//头盔
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//头盔
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if (helmet != 0) {
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if (helmet != 0) {
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a8::Vec2 dir = a8::Vec2::UP;
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glm::vec3 dir = GlmHelper::UP;
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dir.Rotate(a8::RandAngle());
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GlmHelper::RotateY(dir, a8::RandAngle());
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// 999
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Position drop_pos = GetPos();
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#if 1
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drop_pos.AddGlmVec3(dir * (40.0f + rand() % 50));
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#else
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room->CreateLoot(helmet, drop_pos, 1, 1);
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room->CreateLoot(helmet, GetPos() + dir * (40 + rand() % 50), 1, 1);
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#endif
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helmet = 0;
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helmet = 0;
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}
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}
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//衣服
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//衣服
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if (chest != 0) {
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if (chest != 0) {
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a8::Vec2 dir = a8::Vec2::UP;
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glm::vec3 dir = GlmHelper::UP;
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dir.Rotate(a8::RandAngle());
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GlmHelper::RotateY(dir, a8::RandAngle());
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// 999
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Position drop_pos = GetPos();
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#if 1
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drop_pos.AddGlmVec3(dir * (40.0f + rand() % 50));
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#else
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room->CreateLoot(chest, drop_pos, 1, 1);
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room->CreateLoot(chest, GetPos() + dir * (40 + rand() % 50), 1, 1);
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#endif
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chest = 0;
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chest = 0;
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}
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}
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//背包
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//背包
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if (backpack != 0) {
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if (backpack != 0) {
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a8::Vec2 dir = a8::Vec2::UP;
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glm::vec3 dir = GlmHelper::UP;
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dir.Rotate(a8::RandAngle());
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GlmHelper::RotateY(dir, a8::RandAngle());
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// 999
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Position drop_pos = GetPos();
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#if 1
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drop_pos.AddGlmVec3(dir * (40.0f + rand() % 50));
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#else
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room->CreateLoot(backpack, drop_pos, 1, 1);
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room->CreateLoot(backpack, GetPos() + dir * (40 + rand() % 50), 1, 1);
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#endif
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backpack = 0;
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backpack = 0;
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}
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}
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}
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}
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@ -1558,10 +1548,8 @@ void Human::DeadDrop()
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break;
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break;
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}
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}
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} else {
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} else {
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#if 0
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Position drop_pos = GetPos();
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a8::Vec2 drop_pos = GetPos();
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room->DropItem(drop_pos, equip_meta->id(), GetInventory(slot), 1);
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room->DropItem(drop_pos, equip_meta->id(), GetInventory(slot), 1);
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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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