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@ -11,8 +11,6 @@ namespace mtb
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a8::reflect::Class* GetClass() const;
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int id() const { return id_; };
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float move_offset_x() const { return move_offset_x_; };
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float move_offset_y() const { return move_offset_y_; };
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float radius() const { return radius_; };
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int move_speed() const { return move_speed_; };
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int jump_speed() const { return jump_speed_; };
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@ -25,14 +23,7 @@ namespace mtb
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const std::string volume() const { return volume_; };
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int level() const { return level_; };
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int race() const { return race_; };
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int active_skill() const { return active_skill_; };
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int passive_skill() const { return passive_skill_; };
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int exp() const { return exp_; };
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int dead_exp() const { return dead_exp_; };
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int killer_exp() const { return killer_exp_; };
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int revive_time() const { return revive_time_; };
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const std::string name() const { return name_; };
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int normal_skill() const { return normal_skill_; };
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float hit_offset_x() const { return hit_offset_x_; };
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float hit_offset_y() const { return hit_offset_y_; };
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float hit_radius() const { return hit_radius_; };
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@ -61,60 +52,49 @@ namespace mtb
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float defence_ratio() const { return defence_ratio_; };
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bool has_id() const { return __flags__.test(0);};
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bool has_move_offset_x() const { return __flags__.test(1);};
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bool has_move_offset_y() const { return __flags__.test(2);};
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bool has_radius() const { return __flags__.test(3);};
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bool has_move_speed() const { return __flags__.test(4);};
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bool has_jump_speed() const { return __flags__.test(5);};
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bool has_move_speed3() const { return __flags__.test(6);};
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bool has_shot_speed() const { return __flags__.test(7);};
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bool has_aiming_speed() const { return __flags__.test(8);};
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bool has_move_speed4() const { return __flags__.test(9);};
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bool has_reload_speed() const { return __flags__.test(10);};
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bool has_useitem_speed() const { return __flags__.test(11);};
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bool has_volume() const { return __flags__.test(12);};
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bool has_level() const { return __flags__.test(13);};
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bool has_race() const { return __flags__.test(14);};
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bool has_active_skill() const { return __flags__.test(15);};
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bool has_passive_skill() const { return __flags__.test(16);};
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bool has_exp() const { return __flags__.test(17);};
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bool has_dead_exp() const { return __flags__.test(18);};
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bool has_killer_exp() const { return __flags__.test(19);};
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bool has_revive_time() const { return __flags__.test(20);};
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bool has_name() const { return __flags__.test(21);};
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bool has_normal_skill() const { return __flags__.test(22);};
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bool has_hit_offset_x() const { return __flags__.test(23);};
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bool has_hit_offset_y() const { return __flags__.test(24);};
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bool has_hit_radius() const { return __flags__.test(25);};
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bool has_ai_script() const { return __flags__.test(26);};
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bool has_init_buffs() const { return __flags__.test(27);};
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bool has_default_weapon() const { return __flags__.test(28);};
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bool has_dead_drop() const { return __flags__.test(29);};
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bool has_delay_delete() const { return __flags__.test(30);};
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bool has_ai() const { return __flags__.test(31);};
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bool has_delay_remove() const { return __flags__.test(32);};
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bool has_skinlist() const { return __flags__.test(33);};
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bool has_pre_appear_effect() const { return __flags__.test(34);};
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bool has_pve_score() const { return __flags__.test(35);};
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bool has_hp() const { return __flags__.test(36);};
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bool has_damage() const { return __flags__.test(37);};
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bool has_defence() const { return __flags__.test(38);};
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bool has_crit_atk() const { return __flags__.test(39);};
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bool has_crit_atk_ratio() const { return __flags__.test(40);};
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bool has_miss() const { return __flags__.test(41);};
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bool has_miss_damage_ruduce() const { return __flags__.test(42);};
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bool has_skill1list() const { return __flags__.test(43);};
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bool has_skill2list() const { return __flags__.test(44);};
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bool has_skill3list() const { return __flags__.test(45);};
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bool has_hp_ratio() const { return __flags__.test(46);};
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bool has_damage_ratio() const { return __flags__.test(47);};
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bool has_defence_ratio() const { return __flags__.test(48);};
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bool has_radius() const { return __flags__.test(1);};
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bool has_move_speed() const { return __flags__.test(2);};
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bool has_jump_speed() const { return __flags__.test(3);};
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bool has_move_speed3() const { return __flags__.test(4);};
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bool has_shot_speed() const { return __flags__.test(5);};
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bool has_aiming_speed() const { return __flags__.test(6);};
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bool has_move_speed4() const { return __flags__.test(7);};
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bool has_reload_speed() const { return __flags__.test(8);};
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bool has_useitem_speed() const { return __flags__.test(9);};
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bool has_volume() const { return __flags__.test(10);};
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bool has_level() const { return __flags__.test(11);};
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bool has_race() const { return __flags__.test(12);};
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bool has_name() const { return __flags__.test(13);};
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bool has_hit_offset_x() const { return __flags__.test(14);};
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bool has_hit_offset_y() const { return __flags__.test(15);};
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bool has_hit_radius() const { return __flags__.test(16);};
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bool has_ai_script() const { return __flags__.test(17);};
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bool has_init_buffs() const { return __flags__.test(18);};
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bool has_default_weapon() const { return __flags__.test(19);};
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bool has_dead_drop() const { return __flags__.test(20);};
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bool has_delay_delete() const { return __flags__.test(21);};
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bool has_ai() const { return __flags__.test(22);};
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bool has_delay_remove() const { return __flags__.test(23);};
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bool has_skinlist() const { return __flags__.test(24);};
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bool has_pre_appear_effect() const { return __flags__.test(25);};
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bool has_pve_score() const { return __flags__.test(26);};
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bool has_hp() const { return __flags__.test(27);};
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bool has_damage() const { return __flags__.test(28);};
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bool has_defence() const { return __flags__.test(29);};
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bool has_crit_atk() const { return __flags__.test(30);};
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bool has_crit_atk_ratio() const { return __flags__.test(31);};
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bool has_miss() const { return __flags__.test(32);};
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bool has_miss_damage_ruduce() const { return __flags__.test(33);};
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bool has_skill1list() const { return __flags__.test(34);};
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bool has_skill2list() const { return __flags__.test(35);};
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bool has_skill3list() const { return __flags__.test(36);};
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bool has_hp_ratio() const { return __flags__.test(37);};
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bool has_damage_ratio() const { return __flags__.test(38);};
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bool has_defence_ratio() const { return __flags__.test(39);};
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protected:
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int id_ = 0;
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float move_offset_x_ = 0.0f;
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float move_offset_y_ = 0.0f;
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float radius_ = 0.0f;
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int move_speed_ = 0;
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int jump_speed_ = 0;
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@ -127,14 +107,7 @@ namespace mtb
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std::string volume_;
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int level_ = 0;
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int race_ = 0;
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int active_skill_ = 0;
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int passive_skill_ = 0;
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int exp_ = 0;
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int dead_exp_ = 0;
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int killer_exp_ = 0;
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int revive_time_ = 0;
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std::string name_;
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int normal_skill_ = 0;
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float hit_offset_x_ = 0.0f;
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float hit_offset_y_ = 0.0f;
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float hit_radius_ = 0.0f;
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@ -163,7 +136,7 @@ namespace mtb
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float defence_ratio_ = 0.0f;
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public:
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std::bitset<49> __flags__;
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std::bitset<40> __flags__;
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};
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};
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@ -293,56 +293,47 @@ namespace mtb
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{
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a8::reflect::Class* meta_class = nullptr;
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if (!meta_class) {
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meta_class = new a8::reflect::Class("Hero", 49, 0);
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meta_class = new a8::reflect::Class("Hero", 40, 0);
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meta_class->SetSimpleField(0, "id", a8::reflect::ET_INT32, my_offsetof2(Hero, id_));
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meta_class->SetSimpleField(1, "move_offset_x", a8::reflect::ET_FLOAT, my_offsetof2(Hero, move_offset_x_));
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meta_class->SetSimpleField(2, "move_offset_y", a8::reflect::ET_FLOAT, my_offsetof2(Hero, move_offset_y_));
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meta_class->SetSimpleField(3, "radius", a8::reflect::ET_FLOAT, my_offsetof2(Hero, radius_));
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meta_class->SetSimpleField(4, "move_speed", a8::reflect::ET_INT32, my_offsetof2(Hero, move_speed_));
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meta_class->SetSimpleField(5, "jump_speed", a8::reflect::ET_INT32, my_offsetof2(Hero, jump_speed_));
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meta_class->SetSimpleField(6, "move_speed3", a8::reflect::ET_INT32, my_offsetof2(Hero, move_speed3_));
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meta_class->SetSimpleField(7, "shot_speed", a8::reflect::ET_INT32, my_offsetof2(Hero, shot_speed_));
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meta_class->SetSimpleField(8, "aiming_speed", a8::reflect::ET_INT32, my_offsetof2(Hero, aiming_speed_));
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meta_class->SetSimpleField(9, "move_speed4", a8::reflect::ET_INT32, my_offsetof2(Hero, move_speed4_));
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meta_class->SetSimpleField(10, "reload_speed", a8::reflect::ET_INT32, my_offsetof2(Hero, reload_speed_));
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meta_class->SetSimpleField(11, "useitem_speed", a8::reflect::ET_INT32, my_offsetof2(Hero, useitem_speed_));
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meta_class->SetSimpleField(12, "volume", a8::reflect::ET_STRING, my_offsetof2(Hero, volume_));
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meta_class->SetSimpleField(13, "level", a8::reflect::ET_INT32, my_offsetof2(Hero, level_));
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meta_class->SetSimpleField(14, "race", a8::reflect::ET_INT32, my_offsetof2(Hero, race_));
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meta_class->SetSimpleField(15, "active_skill", a8::reflect::ET_INT32, my_offsetof2(Hero, active_skill_));
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meta_class->SetSimpleField(16, "passive_skill", a8::reflect::ET_INT32, my_offsetof2(Hero, passive_skill_));
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meta_class->SetSimpleField(17, "exp", a8::reflect::ET_INT32, my_offsetof2(Hero, exp_));
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meta_class->SetSimpleField(18, "dead_exp", a8::reflect::ET_INT32, my_offsetof2(Hero, dead_exp_));
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meta_class->SetSimpleField(19, "killer_exp", a8::reflect::ET_INT32, my_offsetof2(Hero, killer_exp_));
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meta_class->SetSimpleField(20, "revive_time", a8::reflect::ET_INT32, my_offsetof2(Hero, revive_time_));
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meta_class->SetSimpleField(21, "name", a8::reflect::ET_STRING, my_offsetof2(Hero, name_));
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meta_class->SetSimpleField(22, "normal_skill", a8::reflect::ET_INT32, my_offsetof2(Hero, normal_skill_));
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meta_class->SetSimpleField(23, "hit_offset_x", a8::reflect::ET_FLOAT, my_offsetof2(Hero, hit_offset_x_));
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meta_class->SetSimpleField(24, "hit_offset_y", a8::reflect::ET_FLOAT, my_offsetof2(Hero, hit_offset_y_));
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meta_class->SetSimpleField(25, "hit_radius", a8::reflect::ET_FLOAT, my_offsetof2(Hero, hit_radius_));
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meta_class->SetSimpleField(26, "ai_script", a8::reflect::ET_STRING, my_offsetof2(Hero, ai_script_));
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meta_class->SetSimpleField(27, "init_buffs", a8::reflect::ET_STRING, my_offsetof2(Hero, init_buffs_));
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meta_class->SetSimpleField(28, "default_weapon", a8::reflect::ET_INT32, my_offsetof2(Hero, default_weapon_));
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meta_class->SetSimpleField(29, "dead_drop", a8::reflect::ET_STRING, my_offsetof2(Hero, dead_drop_));
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meta_class->SetSimpleField(30, "delay_delete", a8::reflect::ET_INT32, my_offsetof2(Hero, delay_delete_));
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meta_class->SetSimpleField(31, "ai", a8::reflect::ET_INT32, my_offsetof2(Hero, ai_));
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meta_class->SetSimpleField(32, "delay_remove", a8::reflect::ET_INT32, my_offsetof2(Hero, delay_remove_));
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meta_class->SetSimpleField(33, "skinlist", a8::reflect::ET_INT32, my_offsetof2(Hero, skinlist_));
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meta_class->SetSimpleField(34, "pre_appear_effect", a8::reflect::ET_STRING, my_offsetof2(Hero, pre_appear_effect_));
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meta_class->SetSimpleField(35, "pve_score", a8::reflect::ET_STRING, my_offsetof2(Hero, pve_score_));
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meta_class->SetSimpleField(36, "hp", a8::reflect::ET_INT32, my_offsetof2(Hero, hp_));
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meta_class->SetSimpleField(37, "damage", a8::reflect::ET_INT32, my_offsetof2(Hero, damage_));
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meta_class->SetSimpleField(38, "defence", a8::reflect::ET_INT32, my_offsetof2(Hero, defence_));
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meta_class->SetSimpleField(39, "crit_atk", a8::reflect::ET_FLOAT, my_offsetof2(Hero, crit_atk_));
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meta_class->SetSimpleField(40, "crit_atk_ratio", a8::reflect::ET_FLOAT, my_offsetof2(Hero, crit_atk_ratio_));
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meta_class->SetSimpleField(41, "miss", a8::reflect::ET_FLOAT, my_offsetof2(Hero, miss_));
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meta_class->SetSimpleField(42, "miss_damage_ruduce", a8::reflect::ET_FLOAT, my_offsetof2(Hero, miss_damage_ruduce_));
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meta_class->SetSimpleField(43, "skill1list", a8::reflect::ET_INT32, my_offsetof2(Hero, skill1list_));
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meta_class->SetSimpleField(44, "skill2list", a8::reflect::ET_INT32, my_offsetof2(Hero, skill2list_));
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meta_class->SetSimpleField(45, "skill3list", a8::reflect::ET_INT32, my_offsetof2(Hero, skill3list_));
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meta_class->SetSimpleField(46, "hp_ratio", a8::reflect::ET_FLOAT, my_offsetof2(Hero, hp_ratio_));
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meta_class->SetSimpleField(47, "damage_ratio", a8::reflect::ET_FLOAT, my_offsetof2(Hero, damage_ratio_));
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meta_class->SetSimpleField(48, "defence_ratio", a8::reflect::ET_FLOAT, my_offsetof2(Hero, defence_ratio_));
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meta_class->SetSimpleField(1, "radius", a8::reflect::ET_FLOAT, my_offsetof2(Hero, radius_));
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meta_class->SetSimpleField(2, "move_speed", a8::reflect::ET_INT32, my_offsetof2(Hero, move_speed_));
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meta_class->SetSimpleField(3, "jump_speed", a8::reflect::ET_INT32, my_offsetof2(Hero, jump_speed_));
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meta_class->SetSimpleField(4, "move_speed3", a8::reflect::ET_INT32, my_offsetof2(Hero, move_speed3_));
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meta_class->SetSimpleField(5, "shot_speed", a8::reflect::ET_INT32, my_offsetof2(Hero, shot_speed_));
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meta_class->SetSimpleField(6, "aiming_speed", a8::reflect::ET_INT32, my_offsetof2(Hero, aiming_speed_));
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meta_class->SetSimpleField(7, "move_speed4", a8::reflect::ET_INT32, my_offsetof2(Hero, move_speed4_));
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meta_class->SetSimpleField(8, "reload_speed", a8::reflect::ET_INT32, my_offsetof2(Hero, reload_speed_));
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meta_class->SetSimpleField(9, "useitem_speed", a8::reflect::ET_INT32, my_offsetof2(Hero, useitem_speed_));
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meta_class->SetSimpleField(10, "volume", a8::reflect::ET_STRING, my_offsetof2(Hero, volume_));
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meta_class->SetSimpleField(11, "level", a8::reflect::ET_INT32, my_offsetof2(Hero, level_));
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meta_class->SetSimpleField(12, "race", a8::reflect::ET_INT32, my_offsetof2(Hero, race_));
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meta_class->SetSimpleField(13, "name", a8::reflect::ET_STRING, my_offsetof2(Hero, name_));
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meta_class->SetSimpleField(14, "hit_offset_x", a8::reflect::ET_FLOAT, my_offsetof2(Hero, hit_offset_x_));
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meta_class->SetSimpleField(15, "hit_offset_y", a8::reflect::ET_FLOAT, my_offsetof2(Hero, hit_offset_y_));
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meta_class->SetSimpleField(16, "hit_radius", a8::reflect::ET_FLOAT, my_offsetof2(Hero, hit_radius_));
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meta_class->SetSimpleField(17, "ai_script", a8::reflect::ET_STRING, my_offsetof2(Hero, ai_script_));
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meta_class->SetSimpleField(18, "init_buffs", a8::reflect::ET_STRING, my_offsetof2(Hero, init_buffs_));
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meta_class->SetSimpleField(19, "default_weapon", a8::reflect::ET_INT32, my_offsetof2(Hero, default_weapon_));
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meta_class->SetSimpleField(20, "dead_drop", a8::reflect::ET_STRING, my_offsetof2(Hero, dead_drop_));
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meta_class->SetSimpleField(21, "delay_delete", a8::reflect::ET_INT32, my_offsetof2(Hero, delay_delete_));
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meta_class->SetSimpleField(22, "ai", a8::reflect::ET_INT32, my_offsetof2(Hero, ai_));
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meta_class->SetSimpleField(23, "delay_remove", a8::reflect::ET_INT32, my_offsetof2(Hero, delay_remove_));
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meta_class->SetSimpleField(24, "skinlist", a8::reflect::ET_INT32, my_offsetof2(Hero, skinlist_));
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meta_class->SetSimpleField(25, "pre_appear_effect", a8::reflect::ET_STRING, my_offsetof2(Hero, pre_appear_effect_));
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meta_class->SetSimpleField(26, "pve_score", a8::reflect::ET_STRING, my_offsetof2(Hero, pve_score_));
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meta_class->SetSimpleField(27, "hp", a8::reflect::ET_INT32, my_offsetof2(Hero, hp_));
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meta_class->SetSimpleField(28, "damage", a8::reflect::ET_INT32, my_offsetof2(Hero, damage_));
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meta_class->SetSimpleField(29, "defence", a8::reflect::ET_INT32, my_offsetof2(Hero, defence_));
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meta_class->SetSimpleField(30, "crit_atk", a8::reflect::ET_FLOAT, my_offsetof2(Hero, crit_atk_));
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meta_class->SetSimpleField(31, "crit_atk_ratio", a8::reflect::ET_FLOAT, my_offsetof2(Hero, crit_atk_ratio_));
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meta_class->SetSimpleField(32, "miss", a8::reflect::ET_FLOAT, my_offsetof2(Hero, miss_));
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meta_class->SetSimpleField(33, "miss_damage_ruduce", a8::reflect::ET_FLOAT, my_offsetof2(Hero, miss_damage_ruduce_));
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meta_class->SetSimpleField(34, "skill1list", a8::reflect::ET_INT32, my_offsetof2(Hero, skill1list_));
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meta_class->SetSimpleField(35, "skill2list", a8::reflect::ET_INT32, my_offsetof2(Hero, skill2list_));
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meta_class->SetSimpleField(36, "skill3list", a8::reflect::ET_INT32, my_offsetof2(Hero, skill3list_));
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meta_class->SetSimpleField(37, "hp_ratio", a8::reflect::ET_FLOAT, my_offsetof2(Hero, hp_ratio_));
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meta_class->SetSimpleField(38, "damage_ratio", a8::reflect::ET_FLOAT, my_offsetof2(Hero, damage_ratio_));
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meta_class->SetSimpleField(39, "defence_ratio", a8::reflect::ET_FLOAT, my_offsetof2(Hero, defence_ratio_));
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}
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return meta_class;
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}
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@ -215,8 +215,6 @@ message Equip
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message Hero
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{
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optional int32 id = 1; //唯一id
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optional float move_offset_x = 40;
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optional float move_offset_y = 41;
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optional float radius = 2; //半径
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optional int32 move_speed = 4; //移动速度
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optional int32 jump_speed = 5; //跳伞速度
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@ -229,14 +227,7 @@ message Hero
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optional string volume = 12; //初始库存
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optional int32 level = 13;
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optional int32 race = 14;
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optional int32 active_skill = 15;
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optional int32 passive_skill = 16;
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optional int32 exp = 17;
|
||||
optional int32 dead_exp = 18;
|
||||
optional int32 killer_exp = 19;
|
||||
optional int32 revive_time = 22;
|
||||
optional string name = 23;
|
||||
optional int32 normal_skill = 24;
|
||||
optional float hit_offset_x = 42;
|
||||
optional float hit_offset_y = 43;
|
||||
optional float hit_radius = 25;
|
||||
|
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Reference in New Issue
Block a user