133 lines
4.1 KiB
C
133 lines
4.1 KiB
C
#pragma once
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const int kThroughWall_BUFFID = 6003;
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const int FLY_BUFFID = 7001;
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const int JUMP_BUFFID = 7002;
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const int DRIVER_BUFFID = 7003;
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const int PASSENGER_BUFFID = 7004;
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const int kRecoilBuffId = 7005;
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const int kInGrassBuffId = 7006;
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const int kInWaterBuffId = 7007;
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const int kInIceBuffId = 7008;
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const int kBeRecycleBuffId = 7009;
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const int kTraceBuffId = 7011;
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const int kInMountainTopBuffId = 7014;
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const int kDownBuffId = 7015;
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const int kPoisioningBuffId = 7016;
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const int kRescueBuffId = 7017;
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const int kVertigoBuffId = 7018;
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const int kPeaceModeBuffId = 7019;
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const int kPullToWalkableBuffId = 8003;
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const int kDiveBuffId = 8054;
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enum BuffEffectType_e
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{
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kBET_Begin = 0,
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kBET_ChgAttr = 1, //改变属性
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kBET_TurnOver = 2, //翻滚
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kBET_Car = 3, //骑乘
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kBET_Invincible = 4, //无敌
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kBET_Camouflage = 5, //伪装
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kBET_AdPlaying = 6, //看广告中
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kBET_LordMode = 7, //上帝模式
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kBET_NewProtect = 8, //新手保护血量低于50%
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kBET_BePull = 9, //拉人(被拉方)
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kBET_JumpTo = 10, //跳跃
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kBET_OnceChgAttr = 11, //一次性buff
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kBET_Pull = 12, //拉人(主动方)
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kBET_Terminator = 13, //终结者模式
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kBET_PlayShotAni = 14, //播放射击动画
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kBET_Vertigo = 15, //眩晕
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kBET_DecHp = 16, //扣血
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kBET_PullDone = 17, //拖拽到目的地
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kBET_DelayAddBuff = 18, //延迟加buff
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kBET_PlayEffect = 19, //播放特效(客户端表现用)
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kBET_CliEffect2 = 20, //僵尸被动光环毒物(客户端表现用)
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kBET_CliEffect3 = 21, //僵尸被动光环地震(客户端表现用)
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kBET_CliEffect4 = 22, //被拖拽(客户端表现用)
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kBET_HunLuan = 23, //混乱,在烟雾弹中不自动瞄准
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kBET_Fly = 24, //飞行中
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kBET_Jump = 25, //跳伞中
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kBET_IntervalAddBuff = 26, //持续掉血
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//kBET_LastAddHp = 27, //持续加血
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kBET_OnceAddHp = 28, //加血
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kBET_SummonHero = 29, //召唤英雄
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//kBET_SummonHero = 30, //向前跳跃
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kBET_Shield = 31, //护盾
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kBET_Hide = 32, //隐身
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kBET_CrazyMode = 33, //暴走模式
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kBET_ShockWave = 34, //冲击波
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kBET_Sprint = 35, //冲刺
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kBET_SummonObstacle = 36, //召唤物件
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kBET_FlashMove = 37, //瞬间移动
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kBET_Become = 38, //变身
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kBET_ShotCharge = 39, //射击蓄力
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kBET_SelectTargetWithSelfPos = 40, //已自己坐标为中心范围内选取目标,并且批量添加buff
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kBET_CondAddBuff = 41, //条件添加buff
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kBET_AddInventory = 42, //扩充库存
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kBET_Down = 43, //倒下
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kBET_Poisoning = 44, //中毒(毒圈中)
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kBET_Rescue = 45, //救援
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kBET_AddCarBuff = 46, //给载具加buff
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kBET_RemoveCarBuff = 47, //移除载具身上的buff
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kBET_BulletThrough = 48, //穿透
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kBET_FollowMaster = 49, //跟随主人
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kBET_ThroughWall = 50, //穿墙
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kBET_Driver = 51, //驾驶中
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kBET_Passenger = 52, //乘座中
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kBET_CarActive = 53, //激活载具
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kBET_CarDeactive = 54, //载具待机
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kBET_Recoil = 55, //后坐力
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kBET_InGrass = 56, //在草丛
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kBET_InWater = 57, //在水里
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kBET_InIce = 58, //在冰里
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kBET_PullToWalkable = 59, //从碰撞里以自己方向拖出来直到没有碰撞
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kBET_BatchAddBuff = 60, //批量添加buff
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kBET_BeRecycle = 61, //待回收
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kBET_Trace = 62, //追踪玩家
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kBET_MountainTop = 63, //在山顶
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kBET_UseSkill = 64, //使用技能
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kBET_CamouflageAddition = 65, //对抗伪装
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kBET_AutoShot = 66, //自动射击
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kBET_BeatBack = 67, //击退
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kBET_Disperse = 68, //驱散
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kBET_PeaceMode = 69, //和平模式
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kBET_ClientUse1 = 70, //
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kBET_ClientUse2 = 71, //
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kBET_Dive = 72, //下潜模式
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kBET_End
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};
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enum EntityType_e
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{
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ET_None = 0,
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ET_Player = 1,
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ET_Obstacle = 2,
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ET_Building = 3,
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//ET_LootSpawner = 4,
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ET_Loot = 5,
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//ET_DeadBody = 6,
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//ET_Decal = 7,
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//ET_Projectile = 8,
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//ET_Smoke = 9,
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ET_Hero = 10,
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ET_Car = 11,
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ET_Bullet = 20,
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ET_MapBlock = 28,
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ET_Dummy = 29,
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ET_Unuse = 30,
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ET_MAX
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};
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enum AIKind_e
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{
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kAI_Begin = 0,
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kAI_Android = 1,
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kAI_MineSweeper = 2,
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kAI_End
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};
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