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@ -607,7 +607,11 @@ void Human::FillMFPlayerStats(cs::MFPlayerStats* stats_pb)
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stats_pb->set_history_heal_amount(stats.history_heal_amount);
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stats_pb->set_history_heal_amount(stats.history_heal_amount);
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stats_pb->set_gold(stats.gold);
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stats_pb->set_gold(stats.gold);
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#if 1
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stats_pb->set_score(stats.pve_rank_score);
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#else
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stats_pb->set_score(stats.score);
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stats_pb->set_score(stats.score);
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#endif
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stats_pb->set_pass_score(stats.pass_score);
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stats_pb->set_pass_score(stats.pass_score);
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stats_pb->set_rank_score(stats.rank_score);
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stats_pb->set_rank_score(stats.rank_score);
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stats_pb->set_has_pass(has_pass);
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stats_pb->set_has_pass(has_pass);
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@ -331,6 +331,7 @@ void Incubator::SpawnWaveMon(int wave)
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Hero* hero = (Hero*)param.sender.GetUserData();
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Hero* hero = (Hero*)param.sender.GetUserData();
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Human* hum = hero->room->GetOneAlivePlayer();
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Human* hum = hero->room->GetOneAlivePlayer();
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if (hum) {
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if (hum) {
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hum->room->pve_data.AddDamageInfo(hum->GetUniId(), hero->GetUniId(), 1);
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hero->BeKill(hum->GetUniId(), hum->name, hum->GetCurrWeapon()->weapon_id);
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hero->BeKill(hum->GetUniId(), hum->name, hum->GetCurrWeapon()->weapon_id);
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} else {
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} else {
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hero->BeKill(VP_Gas, TEXT("battle_server_killer_gas", "毒圈"), VW_Gas);
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hero->BeKill(VP_Gas, TEXT("battle_server_killer_gas", "毒圈"), VW_Gas);
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@ -44,6 +44,9 @@ void PveData::OnBeKill(Hero* hero)
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Human* hum = room->GetHumanByUniId(pair.first);
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Human* hum = room->GetHumanByUniId(pair.first);
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if (hum) {
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if (hum) {
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int win_score = pair.second / total_dmg * base_score;
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int win_score = pair.second / total_dmg * base_score;
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#ifdef DEBUG
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a8::XPrintf("kill_score:%f \n", {win_score});
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#endif
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hum->WinPveScore(win_score);
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hum->WinPveScore(win_score);
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}
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}
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}
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}
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@ -87,6 +90,9 @@ void PveData::OnBeKill(Hero* hero)
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[this, win_score] (Human* hum, a8::XParams& param)
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[this, win_score] (Human* hum, a8::XParams& param)
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{
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{
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if (!hum->dead) {
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if (!hum->dead) {
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#ifdef DEBUG
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a8::XPrintf("round_score:%f \n", {win_score});
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#endif
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hum->WinPveScore(win_score);
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hum->WinPveScore(win_score);
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}
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}
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return true;
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return true;
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