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@ -569,3 +569,11 @@ void Car::DoSkillPostProc(bool used, int skill_id, int target_id)
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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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void Car::Update(int delta_time)
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{
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++updated_times_;
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if (playing_skill) {
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UpdateSkill();
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}
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}
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@ -13,6 +13,7 @@ class Car : public Creature
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Car();
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Car();
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virtual ~Car() override;
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virtual ~Car() override;
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virtual void Update(int delta_time) override;
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virtual void Initialize() override;
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virtual void Initialize() override;
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virtual void FillMFObjectPart(Room* room, Human* hum, cs::MFObjectPart* part_data) override;
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virtual void FillMFObjectPart(Room* room, Human* hum, cs::MFObjectPart* part_data) override;
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virtual void FillMFObjectFull(Room* room, Human* hum, cs::MFObjectFull* full_data) override;
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virtual void FillMFObjectFull(Room* room, Human* hum, cs::MFObjectFull* full_data) override;
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@ -328,17 +328,17 @@ void Player::_CMExecCommand(f8::MsgHdr& hdr, const cs::CMExecCommand& msg)
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}
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}
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}
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}
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} else if (cmd == "use_skill") {
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} else if (cmd == "use_skill") {
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if (cmds.size() >= 2) {
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if (cmds.size() >= 2 && GetCar() && GetCar()->IsDriver(this)) {
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int skill_id = a8::XValue(cmds[1]);
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int skill_id = a8::XValue(cmds[1]);
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Skill* skill = GetSkill(skill_id);
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Skill* skill = GetCar()->GetSkill(skill_id);
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Human* enemy = room->FindEnemy(this, 300);
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Human* enemy = room->FindEnemy(this, 300);
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if (enemy && skill && GetCar() && GetCar()->IsDriver(this)) {
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if (enemy && skill) {
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if (CanUseSkill(skill_id) && enemy->GetPos().Distance2D2(GetPos()) > 0.0001f) {
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if (GetCar()->CanUseSkill(skill_id) && enemy->GetPos().Distance2D2(GetPos()) > 0.0001f) {
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glm::vec3 skill_dir = enemy->GetPos().ToGlmVec3() - GetPos().ToGlmVec3();
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glm::vec3 skill_dir = enemy->GetPos().ToGlmVec3() - GetPos().ToGlmVec3();
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float skill_distance = GlmHelper::Norm(skill_dir);
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float skill_distance = GlmHelper::Norm(skill_dir);
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GlmHelper::Normalize(skill_dir);
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GlmHelper::Normalize(skill_dir);
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DoSkill(skill_id, enemy->GetUniId(), skill_dir, skill_distance);
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GetCar()->DoSkill(skill_id, enemy->GetUniId(), skill_dir, skill_distance);
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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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@ -254,7 +254,7 @@ void Skill::InitActiveSkill()
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},
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},
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&xtimer_attacher);
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&xtimer_attacher);
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actived_ = !owner->GetBattleContext()->IsMainSkill(this);
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actived_ = !owner->GetBattleContext()->IsMainSkill(this);
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if (owner->IsAndroid() || owner->IsHero()) {
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if (owner->IsAndroid() || owner->IsHero() || owner->IsCar()) {
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actived_ = true;
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actived_ = true;
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}
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}
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}
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}
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