mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Drafted hp handling.
This commit is contained in:
@@ -22,34 +22,36 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
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for i, last := range rdf.PlayersArr {
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pbPlayer := &pb.PlayerDownsync{
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Id: last.Id,
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VirtualGridX: last.VirtualGridX,
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VirtualGridY: last.VirtualGridY,
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DirX: last.DirX,
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DirY: last.DirY,
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VelX: last.VelX,
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VelY: last.VelY,
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FramesToRecover: last.FramesToRecover,
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FramesInChState: last.FramesInChState,
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ActiveSkillId: last.ActiveSkillId,
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ActiveSkillHit: last.ActiveSkillHit,
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FramesInvinsible: last.FramesInvinsible,
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Speed: last.Speed,
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BattleState: last.BattleState,
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CharacterState: last.CharacterState,
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InAir: last.InAir,
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OnWall: last.OnWall,
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OnWallNormX: last.OnWallNormX,
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OnWallNormY: last.OnWallNormY,
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CapturedByInertia: last.CapturedByInertia,
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JoinIndex: last.JoinIndex,
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BulletTeamId: last.BulletTeamId,
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ChCollisionTeamId: last.ChCollisionTeamId,
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Hp: last.Hp,
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MaxHp: last.MaxHp,
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ColliderRadius: last.ColliderRadius,
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Score: last.Score,
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Removed: last.Removed,
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Id: last.Id,
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VirtualGridX: last.VirtualGridX,
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VirtualGridY: last.VirtualGridY,
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DirX: last.DirX,
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DirY: last.DirY,
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VelX: last.VelX,
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VelY: last.VelY,
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FramesToRecover: last.FramesToRecover,
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FramesInChState: last.FramesInChState,
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ActiveSkillId: last.ActiveSkillId,
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ActiveSkillHit: last.ActiveSkillHit,
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FramesInvinsible: last.FramesInvinsible,
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Speed: last.Speed,
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BattleState: last.BattleState,
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CharacterState: last.CharacterState,
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InAir: last.InAir,
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OnWall: last.OnWall,
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OnWallNormX: last.OnWallNormX,
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OnWallNormY: last.OnWallNormY,
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CapturedByInertia: last.CapturedByInertia,
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JoinIndex: last.JoinIndex,
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BulletTeamId: last.BulletTeamId,
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ChCollisionTeamId: last.ChCollisionTeamId,
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Hp: last.Hp,
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MaxHp: last.MaxHp,
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RevivalVirtualGridX: last.RevivalVirtualGridX,
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RevivalVirtualGridY: last.RevivalVirtualGridY,
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ColliderRadius: last.ColliderRadius,
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Score: last.Score,
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Removed: last.Removed,
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}
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ret.PlayersArr[i] = pbPlayer
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}
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@@ -147,32 +149,36 @@ func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) []*pb.Play
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for _, last := range modelInstances {
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pbPlayer := &pb.PlayerDownsync{
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Id: last.Id,
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VirtualGridX: last.VirtualGridX,
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VirtualGridY: last.VirtualGridY,
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DirX: last.DirX,
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DirY: last.DirY,
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VelX: last.VelX,
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VelY: last.VelY,
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FramesToRecover: last.FramesToRecover,
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FramesInChState: last.FramesInChState,
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ActiveSkillId: last.ActiveSkillId,
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ActiveSkillHit: last.ActiveSkillHit,
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FramesInvinsible: last.FramesInvinsible,
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Speed: last.Speed,
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BattleState: last.BattleState,
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CharacterState: last.CharacterState,
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InAir: last.InAir,
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OnWall: last.OnWall,
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OnWallNormX: last.OnWallNormX,
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OnWallNormY: last.OnWallNormY,
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CapturedByInertia: last.CapturedByInertia,
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JoinIndex: last.JoinIndex,
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BulletTeamId: last.BulletTeamId,
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ChCollisionTeamId: last.ChCollisionTeamId,
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ColliderRadius: last.ColliderRadius,
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Score: last.Score,
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Removed: last.Removed,
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Id: last.Id,
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VirtualGridX: last.VirtualGridX,
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VirtualGridY: last.VirtualGridY,
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DirX: last.DirX,
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DirY: last.DirY,
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VelX: last.VelX,
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VelY: last.VelY,
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FramesToRecover: last.FramesToRecover,
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FramesInChState: last.FramesInChState,
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ActiveSkillId: last.ActiveSkillId,
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ActiveSkillHit: last.ActiveSkillHit,
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FramesInvinsible: last.FramesInvinsible,
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Speed: last.Speed,
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BattleState: last.BattleState,
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CharacterState: last.CharacterState,
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InAir: last.InAir,
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OnWall: last.OnWall,
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OnWallNormX: last.OnWallNormX,
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OnWallNormY: last.OnWallNormY,
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CapturedByInertia: last.CapturedByInertia,
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JoinIndex: last.JoinIndex,
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BulletTeamId: last.BulletTeamId,
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ChCollisionTeamId: last.ChCollisionTeamId,
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Hp: last.Hp,
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MaxHp: last.MaxHp,
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RevivalVirtualGridX: last.RevivalVirtualGridX,
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RevivalVirtualGridY: last.RevivalVirtualGridY,
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ColliderRadius: last.ColliderRadius,
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Score: last.Score,
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Removed: last.Removed,
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}
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if withMetaInfo {
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pbPlayer.Name = last.Name
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@@ -193,34 +199,36 @@ func toJsPlayers(modelInstances map[int32]*Player) []*battle.PlayerDownsync {
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for _, last := range modelInstances {
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toRet[last.JoinIndex-1] = &battle.PlayerDownsync{
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Id: last.Id,
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VirtualGridX: last.VirtualGridX,
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VirtualGridY: last.VirtualGridY,
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DirX: last.DirX,
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DirY: last.DirY,
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VelX: last.VelX,
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VelY: last.VelY,
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FramesToRecover: last.FramesToRecover,
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FramesInChState: last.FramesInChState,
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ActiveSkillId: last.ActiveSkillId,
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ActiveSkillHit: last.ActiveSkillHit,
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FramesInvinsible: last.FramesInvinsible,
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Speed: last.Speed,
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BattleState: last.BattleState,
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CharacterState: last.CharacterState,
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JoinIndex: last.JoinIndex,
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BulletTeamId: last.BulletTeamId,
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ChCollisionTeamId: last.ChCollisionTeamId,
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Hp: last.Hp,
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MaxHp: last.MaxHp,
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ColliderRadius: last.ColliderRadius,
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InAir: last.InAir,
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OnWall: last.OnWall,
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OnWallNormX: last.OnWallNormX,
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OnWallNormY: last.OnWallNormY,
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CapturedByInertia: last.CapturedByInertia,
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Score: last.Score,
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Removed: last.Removed,
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Id: last.Id,
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VirtualGridX: last.VirtualGridX,
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VirtualGridY: last.VirtualGridY,
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DirX: last.DirX,
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DirY: last.DirY,
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VelX: last.VelX,
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VelY: last.VelY,
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FramesToRecover: last.FramesToRecover,
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FramesInChState: last.FramesInChState,
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ActiveSkillId: last.ActiveSkillId,
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ActiveSkillHit: last.ActiveSkillHit,
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FramesInvinsible: last.FramesInvinsible,
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Speed: last.Speed,
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BattleState: last.BattleState,
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CharacterState: last.CharacterState,
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JoinIndex: last.JoinIndex,
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BulletTeamId: last.BulletTeamId,
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ChCollisionTeamId: last.ChCollisionTeamId,
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Hp: last.Hp,
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MaxHp: last.MaxHp,
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RevivalVirtualGridX: last.RevivalVirtualGridX,
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RevivalVirtualGridY: last.RevivalVirtualGridY,
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ColliderRadius: last.ColliderRadius,
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InAir: last.InAir,
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OnWall: last.OnWall,
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OnWallNormX: last.OnWallNormX,
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OnWallNormY: last.OnWallNormY,
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CapturedByInertia: last.CapturedByInertia,
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Score: last.Score,
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Removed: last.Removed,
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}
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}
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@@ -980,7 +980,10 @@ func (pR *Room) onPlayerAdded(playerId int32) {
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if nil == playerPos {
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panic(fmt.Sprintf("onPlayerAdded error, nil == playerPos, roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
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}
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pR.Players[playerId].VirtualGridX, pR.Players[playerId].VirtualGridY = battle.WorldToVirtualGridPos(playerPos.X, playerPos.Y)
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pR.Players[playerId].RevivalVirtualGridX, pR.Players[playerId].RevivalVirtualGridY = battle.WorldToVirtualGridPos(playerPos.X, playerPos.Y)
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pR.Players[playerId].VirtualGridX, pR.Players[playerId].VirtualGridY = pR.Players[playerId].RevivalVirtualGridX, pR.Players[playerId].RevivalVirtualGridY
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pR.Players[playerId].MaxHp = 100 // Hardcoded for now
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pR.Players[playerId].Hp = pR.Players[playerId].MaxHp
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// Hardcoded initial character orientation/facing
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if 0 == (pR.Players[playerId].JoinIndex % 2) {
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pR.Players[playerId].DirX = -2
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