mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Drafted hp handling.
This commit is contained in:
parent
a762c563d9
commit
38149279bd
@ -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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for i, last := range rdf.PlayersArr {
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pbPlayer := &pb.PlayerDownsync{
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pbPlayer := &pb.PlayerDownsync{
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Id: last.Id,
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Id: last.Id,
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VirtualGridX: last.VirtualGridX,
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VirtualGridX: last.VirtualGridX,
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VirtualGridY: last.VirtualGridY,
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VirtualGridY: last.VirtualGridY,
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DirX: last.DirX,
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DirX: last.DirX,
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DirY: last.DirY,
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DirY: last.DirY,
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VelX: last.VelX,
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VelX: last.VelX,
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VelY: last.VelY,
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VelY: last.VelY,
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FramesToRecover: last.FramesToRecover,
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FramesToRecover: last.FramesToRecover,
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FramesInChState: last.FramesInChState,
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FramesInChState: last.FramesInChState,
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ActiveSkillId: last.ActiveSkillId,
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ActiveSkillId: last.ActiveSkillId,
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ActiveSkillHit: last.ActiveSkillHit,
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ActiveSkillHit: last.ActiveSkillHit,
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FramesInvinsible: last.FramesInvinsible,
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FramesInvinsible: last.FramesInvinsible,
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Speed: last.Speed,
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Speed: last.Speed,
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BattleState: last.BattleState,
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BattleState: last.BattleState,
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CharacterState: last.CharacterState,
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CharacterState: last.CharacterState,
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InAir: last.InAir,
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InAir: last.InAir,
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OnWall: last.OnWall,
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OnWall: last.OnWall,
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OnWallNormX: last.OnWallNormX,
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OnWallNormX: last.OnWallNormX,
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OnWallNormY: last.OnWallNormY,
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OnWallNormY: last.OnWallNormY,
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CapturedByInertia: last.CapturedByInertia,
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CapturedByInertia: last.CapturedByInertia,
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JoinIndex: last.JoinIndex,
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JoinIndex: last.JoinIndex,
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BulletTeamId: last.BulletTeamId,
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BulletTeamId: last.BulletTeamId,
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ChCollisionTeamId: last.ChCollisionTeamId,
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ChCollisionTeamId: last.ChCollisionTeamId,
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Hp: last.Hp,
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Hp: last.Hp,
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MaxHp: last.MaxHp,
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MaxHp: last.MaxHp,
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ColliderRadius: last.ColliderRadius,
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RevivalVirtualGridX: last.RevivalVirtualGridX,
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Score: last.Score,
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RevivalVirtualGridY: last.RevivalVirtualGridY,
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Removed: last.Removed,
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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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}
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ret.PlayersArr[i] = pbPlayer
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ret.PlayersArr[i] = pbPlayer
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}
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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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for _, last := range modelInstances {
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pbPlayer := &pb.PlayerDownsync{
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pbPlayer := &pb.PlayerDownsync{
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Id: last.Id,
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Id: last.Id,
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VirtualGridX: last.VirtualGridX,
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VirtualGridX: last.VirtualGridX,
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VirtualGridY: last.VirtualGridY,
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VirtualGridY: last.VirtualGridY,
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DirX: last.DirX,
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DirX: last.DirX,
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DirY: last.DirY,
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DirY: last.DirY,
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VelX: last.VelX,
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VelX: last.VelX,
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VelY: last.VelY,
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VelY: last.VelY,
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FramesToRecover: last.FramesToRecover,
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FramesToRecover: last.FramesToRecover,
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FramesInChState: last.FramesInChState,
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FramesInChState: last.FramesInChState,
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ActiveSkillId: last.ActiveSkillId,
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ActiveSkillId: last.ActiveSkillId,
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ActiveSkillHit: last.ActiveSkillHit,
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ActiveSkillHit: last.ActiveSkillHit,
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FramesInvinsible: last.FramesInvinsible,
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FramesInvinsible: last.FramesInvinsible,
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Speed: last.Speed,
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Speed: last.Speed,
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BattleState: last.BattleState,
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BattleState: last.BattleState,
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CharacterState: last.CharacterState,
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CharacterState: last.CharacterState,
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InAir: last.InAir,
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InAir: last.InAir,
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OnWall: last.OnWall,
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OnWall: last.OnWall,
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OnWallNormX: last.OnWallNormX,
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OnWallNormX: last.OnWallNormX,
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OnWallNormY: last.OnWallNormY,
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OnWallNormY: last.OnWallNormY,
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CapturedByInertia: last.CapturedByInertia,
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CapturedByInertia: last.CapturedByInertia,
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JoinIndex: last.JoinIndex,
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JoinIndex: last.JoinIndex,
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BulletTeamId: last.BulletTeamId,
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BulletTeamId: last.BulletTeamId,
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ChCollisionTeamId: last.ChCollisionTeamId,
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ChCollisionTeamId: last.ChCollisionTeamId,
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ColliderRadius: last.ColliderRadius,
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Hp: last.Hp,
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Score: last.Score,
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MaxHp: last.MaxHp,
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Removed: last.Removed,
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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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}
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if withMetaInfo {
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if withMetaInfo {
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pbPlayer.Name = last.Name
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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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for _, last := range modelInstances {
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toRet[last.JoinIndex-1] = &battle.PlayerDownsync{
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toRet[last.JoinIndex-1] = &battle.PlayerDownsync{
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Id: last.Id,
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Id: last.Id,
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VirtualGridX: last.VirtualGridX,
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VirtualGridX: last.VirtualGridX,
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VirtualGridY: last.VirtualGridY,
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VirtualGridY: last.VirtualGridY,
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DirX: last.DirX,
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DirX: last.DirX,
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DirY: last.DirY,
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DirY: last.DirY,
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VelX: last.VelX,
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VelX: last.VelX,
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VelY: last.VelY,
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VelY: last.VelY,
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FramesToRecover: last.FramesToRecover,
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FramesToRecover: last.FramesToRecover,
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FramesInChState: last.FramesInChState,
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FramesInChState: last.FramesInChState,
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ActiveSkillId: last.ActiveSkillId,
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ActiveSkillId: last.ActiveSkillId,
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ActiveSkillHit: last.ActiveSkillHit,
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ActiveSkillHit: last.ActiveSkillHit,
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FramesInvinsible: last.FramesInvinsible,
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FramesInvinsible: last.FramesInvinsible,
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Speed: last.Speed,
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Speed: last.Speed,
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BattleState: last.BattleState,
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BattleState: last.BattleState,
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CharacterState: last.CharacterState,
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CharacterState: last.CharacterState,
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JoinIndex: last.JoinIndex,
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JoinIndex: last.JoinIndex,
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BulletTeamId: last.BulletTeamId,
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BulletTeamId: last.BulletTeamId,
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ChCollisionTeamId: last.ChCollisionTeamId,
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ChCollisionTeamId: last.ChCollisionTeamId,
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Hp: last.Hp,
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Hp: last.Hp,
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MaxHp: last.MaxHp,
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MaxHp: last.MaxHp,
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ColliderRadius: last.ColliderRadius,
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RevivalVirtualGridX: last.RevivalVirtualGridX,
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InAir: last.InAir,
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RevivalVirtualGridY: last.RevivalVirtualGridY,
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OnWall: last.OnWall,
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ColliderRadius: last.ColliderRadius,
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OnWallNormX: last.OnWallNormX,
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InAir: last.InAir,
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OnWallNormY: last.OnWallNormY,
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OnWall: last.OnWall,
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CapturedByInertia: last.CapturedByInertia,
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OnWallNormX: last.OnWallNormX,
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Score: last.Score,
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OnWallNormY: last.OnWallNormY,
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Removed: last.Removed,
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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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}
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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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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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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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}
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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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// Hardcoded initial character orientation/facing
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if 0 == (pR.Players[playerId].JoinIndex % 2) {
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if 0 == (pR.Players[playerId].JoinIndex % 2) {
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pR.Players[playerId].DirX = -2
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pR.Players[playerId].DirX = -2
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@ -26,38 +26,40 @@ type PlayerDownsync struct {
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sizeCache protoimpl.SizeCache
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sizeCache protoimpl.SizeCache
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unknownFields protoimpl.UnknownFields
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unknownFields protoimpl.UnknownFields
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Id int32 `protobuf:"varint,1,opt,name=id,proto3" json:"id,omitempty"`
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Id int32 `protobuf:"varint,1,opt,name=id,proto3" json:"id,omitempty"`
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VirtualGridX int32 `protobuf:"varint,2,opt,name=virtualGridX,proto3" json:"virtualGridX,omitempty"`
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VirtualGridX int32 `protobuf:"varint,2,opt,name=virtualGridX,proto3" json:"virtualGridX,omitempty"`
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VirtualGridY int32 `protobuf:"varint,3,opt,name=virtualGridY,proto3" json:"virtualGridY,omitempty"`
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VirtualGridY int32 `protobuf:"varint,3,opt,name=virtualGridY,proto3" json:"virtualGridY,omitempty"`
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DirX int32 `protobuf:"varint,4,opt,name=dirX,proto3" json:"dirX,omitempty"`
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DirX int32 `protobuf:"varint,4,opt,name=dirX,proto3" json:"dirX,omitempty"`
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DirY int32 `protobuf:"varint,5,opt,name=dirY,proto3" json:"dirY,omitempty"`
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DirY int32 `protobuf:"varint,5,opt,name=dirY,proto3" json:"dirY,omitempty"`
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VelX int32 `protobuf:"varint,6,opt,name=velX,proto3" json:"velX,omitempty"`
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VelX int32 `protobuf:"varint,6,opt,name=velX,proto3" json:"velX,omitempty"`
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VelY int32 `protobuf:"varint,7,opt,name=velY,proto3" json:"velY,omitempty"` // "velX" and "velY" is used to record the accumulated effect by inertia and accelerations (including gravity)
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VelY int32 `protobuf:"varint,7,opt,name=velY,proto3" json:"velY,omitempty"` // "velX" and "velY" is used to record the accumulated effect by inertia and accelerations (including gravity)
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Speed int32 `protobuf:"varint,8,opt,name=speed,proto3" json:"speed,omitempty"` // this is the instantaneous scalar attribute of a character, different from but will be accounted in "velX" and "velY"
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Speed int32 `protobuf:"varint,8,opt,name=speed,proto3" json:"speed,omitempty"` // this is the instantaneous scalar attribute of a character, different from but will be accounted in "velX" and "velY"
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BattleState int32 `protobuf:"varint,9,opt,name=battleState,proto3" json:"battleState,omitempty"`
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BattleState int32 `protobuf:"varint,9,opt,name=battleState,proto3" json:"battleState,omitempty"`
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JoinIndex int32 `protobuf:"varint,10,opt,name=joinIndex,proto3" json:"joinIndex,omitempty"`
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JoinIndex int32 `protobuf:"varint,10,opt,name=joinIndex,proto3" json:"joinIndex,omitempty"`
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ColliderRadius int32 `protobuf:"varint,11,opt,name=colliderRadius,proto3" json:"colliderRadius,omitempty"`
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ColliderRadius int32 `protobuf:"varint,11,opt,name=colliderRadius,proto3" json:"colliderRadius,omitempty"`
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Removed bool `protobuf:"varint,12,opt,name=removed,proto3" json:"removed,omitempty"`
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Removed bool `protobuf:"varint,12,opt,name=removed,proto3" json:"removed,omitempty"`
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Score int32 `protobuf:"varint,13,opt,name=score,proto3" json:"score,omitempty"`
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Score int32 `protobuf:"varint,13,opt,name=score,proto3" json:"score,omitempty"`
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LastMoveGmtMillis int32 `protobuf:"varint,14,opt,name=lastMoveGmtMillis,proto3" json:"lastMoveGmtMillis,omitempty"`
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LastMoveGmtMillis int32 `protobuf:"varint,14,opt,name=lastMoveGmtMillis,proto3" json:"lastMoveGmtMillis,omitempty"`
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FramesToRecover int32 `protobuf:"varint,15,opt,name=framesToRecover,proto3" json:"framesToRecover,omitempty"`
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FramesToRecover int32 `protobuf:"varint,15,opt,name=framesToRecover,proto3" json:"framesToRecover,omitempty"`
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Hp int32 `protobuf:"varint,16,opt,name=hp,proto3" json:"hp,omitempty"`
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Hp int32 `protobuf:"varint,16,opt,name=hp,proto3" json:"hp,omitempty"`
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MaxHp int32 `protobuf:"varint,17,opt,name=maxHp,proto3" json:"maxHp,omitempty"`
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MaxHp int32 `protobuf:"varint,17,opt,name=maxHp,proto3" json:"maxHp,omitempty"`
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CharacterState int32 `protobuf:"varint,18,opt,name=characterState,proto3" json:"characterState,omitempty"`
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CharacterState int32 `protobuf:"varint,18,opt,name=characterState,proto3" json:"characterState,omitempty"`
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InAir bool `protobuf:"varint,19,opt,name=inAir,proto3" json:"inAir,omitempty"` // by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "inAir (prev -> curr)"
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InAir bool `protobuf:"varint,19,opt,name=inAir,proto3" json:"inAir,omitempty"` // by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "inAir (prev -> curr)"
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FramesInChState int32 `protobuf:"varint,20,opt,name=framesInChState,proto3" json:"framesInChState,omitempty"` // number of frames elapsed in the current character state
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FramesInChState int32 `protobuf:"varint,20,opt,name=framesInChState,proto3" json:"framesInChState,omitempty"` // number of frames elapsed in the current character state
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ActiveSkillId int32 `protobuf:"varint,21,opt,name=activeSkillId,proto3" json:"activeSkillId,omitempty"`
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ActiveSkillId int32 `protobuf:"varint,21,opt,name=activeSkillId,proto3" json:"activeSkillId,omitempty"`
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ActiveSkillHit int32 `protobuf:"varint,22,opt,name=activeSkillHit,proto3" json:"activeSkillHit,omitempty"`
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ActiveSkillHit int32 `protobuf:"varint,22,opt,name=activeSkillHit,proto3" json:"activeSkillHit,omitempty"`
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FramesInvinsible int32 `protobuf:"varint,23,opt,name=framesInvinsible,proto3" json:"framesInvinsible,omitempty"`
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FramesInvinsible int32 `protobuf:"varint,23,opt,name=framesInvinsible,proto3" json:"framesInvinsible,omitempty"`
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BulletTeamId int32 `protobuf:"varint,24,opt,name=bulletTeamId,proto3" json:"bulletTeamId,omitempty"`
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BulletTeamId int32 `protobuf:"varint,24,opt,name=bulletTeamId,proto3" json:"bulletTeamId,omitempty"`
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ChCollisionTeamId int32 `protobuf:"varint,25,opt,name=chCollisionTeamId,proto3" json:"chCollisionTeamId,omitempty"`
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ChCollisionTeamId int32 `protobuf:"varint,25,opt,name=chCollisionTeamId,proto3" json:"chCollisionTeamId,omitempty"`
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OnWall bool `protobuf:"varint,26,opt,name=onWall,proto3" json:"onWall,omitempty"` // like "inAir", it’s by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "onWall (prev -> curr)"
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OnWall bool `protobuf:"varint,26,opt,name=onWall,proto3" json:"onWall,omitempty"` // like "inAir", it’s by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "onWall (prev -> curr)"
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OnWallNormX int32 `protobuf:"varint,27,opt,name=onWallNormX,proto3" json:"onWallNormX,omitempty"`
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OnWallNormX int32 `protobuf:"varint,27,opt,name=onWallNormX,proto3" json:"onWallNormX,omitempty"`
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OnWallNormY int32 `protobuf:"varint,28,opt,name=onWallNormY,proto3" json:"onWallNormY,omitempty"`
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OnWallNormY int32 `protobuf:"varint,28,opt,name=onWallNormY,proto3" json:"onWallNormY,omitempty"`
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CapturedByInertia bool `protobuf:"varint,29,opt,name=capturedByInertia,proto3" json:"capturedByInertia,omitempty"` // like "inAir", it’s by design a standalone field only inferred by the calc result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState"
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CapturedByInertia bool `protobuf:"varint,29,opt,name=capturedByInertia,proto3" json:"capturedByInertia,omitempty"` // like "inAir", it’s by design a standalone field only inferred by the calc result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState"
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Name string `protobuf:"bytes,997,opt,name=name,proto3" json:"name,omitempty"`
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RevivalVirtualGridX int32 `protobuf:"varint,30,opt,name=revivalVirtualGridX,proto3" json:"revivalVirtualGridX,omitempty"`
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DisplayName string `protobuf:"bytes,998,opt,name=displayName,proto3" json:"displayName,omitempty"`
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RevivalVirtualGridY int32 `protobuf:"varint,31,opt,name=revivalVirtualGridY,proto3" json:"revivalVirtualGridY,omitempty"`
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Avatar string `protobuf:"bytes,999,opt,name=avatar,proto3" json:"avatar,omitempty"`
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Name string `protobuf:"bytes,997,opt,name=name,proto3" json:"name,omitempty"`
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DisplayName string `protobuf:"bytes,998,opt,name=displayName,proto3" json:"displayName,omitempty"`
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Avatar string `protobuf:"bytes,999,opt,name=avatar,proto3" json:"avatar,omitempty"`
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}
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}
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func (x *PlayerDownsync) Reset() {
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func (x *PlayerDownsync) Reset() {
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@ -295,6 +297,20 @@ func (x *PlayerDownsync) GetCapturedByInertia() bool {
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return false
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return false
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}
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}
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func (x *PlayerDownsync) GetRevivalVirtualGridX() int32 {
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if x != nil {
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return x.RevivalVirtualGridX
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}
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return 0
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}
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func (x *PlayerDownsync) GetRevivalVirtualGridY() int32 {
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if x != nil {
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return x.RevivalVirtualGridY
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}
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return 0
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}
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func (x *PlayerDownsync) GetName() string {
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func (x *PlayerDownsync) GetName() string {
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if x != nil {
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if x != nil {
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return x.Name
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return x.Name
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@ -1782,7 +1798,7 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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0x0a, 0x19, 0x72, 0x6f, 0x6f, 0x6d, 0x5f, 0x64, 0x6f, 0x77, 0x6e, 0x73, 0x79, 0x6e, 0x63, 0x5f,
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0x0a, 0x19, 0x72, 0x6f, 0x6f, 0x6d, 0x5f, 0x64, 0x6f, 0x77, 0x6e, 0x73, 0x79, 0x6e, 0x63, 0x5f,
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0x65, 0x12, 0x24, 0x0a, 0x0d, 0x70, 0x65, 0x65, 0x72, 0x4a, 0x6f, 0x69, 0x6e, 0x49, 0x6e, 0x64,
|
|
||||||
0x65, 0x78, 0x18, 0x07, 0x20, 0x01, 0x28, 0x05, 0x52, 0x0d, 0x70, 0x65, 0x65, 0x72, 0x4a, 0x6f,
|
|
||||||
0x69, 0x6e, 0x49, 0x6e, 0x64, 0x65, 0x78, 0x42, 0x13, 0x5a, 0x11, 0x62, 0x61, 0x74, 0x74, 0x6c,
|
|
||||||
0x65, 0x5f, 0x73, 0x72, 0x76, 0x2f, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x73, 0x62, 0x06, 0x70, 0x72,
|
|
||||||
0x6f, 0x74, 0x6f, 0x33,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
var (
|
var (
|
||||||
|
@ -3,7 +3,7 @@
|
|||||||
"_name": "Fireball1Explosion",
|
"_name": "Fireball1Explosion",
|
||||||
"_objFlags": 0,
|
"_objFlags": 0,
|
||||||
"_native": "",
|
"_native": "",
|
||||||
"_duration": 0.5166666666666667,
|
"_duration": 0.5,
|
||||||
"sample": 60,
|
"sample": 60,
|
||||||
"speed": 1,
|
"speed": 1,
|
||||||
"wrapMode": 1,
|
"wrapMode": 1,
|
||||||
@ -18,31 +18,31 @@
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"frame": 0.11666666666666667,
|
"frame": 0.05,
|
||||||
"value": {
|
"value": {
|
||||||
"__uuid__": "c6a5994f-251d-4191-a550-dfef979bab59"
|
"__uuid__": "c6a5994f-251d-4191-a550-dfef979bab59"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"frame": 0.23333333333333334,
|
"frame": 0.11666666666666667,
|
||||||
"value": {
|
"value": {
|
||||||
"__uuid__": "417e58d9-e364-47f7-9364-f31ad3452adc"
|
"__uuid__": "417e58d9-e364-47f7-9364-f31ad3452adc"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"frame": 0.38333333333333336,
|
"frame": 0.16666666666666666,
|
||||||
"value": {
|
"value": {
|
||||||
"__uuid__": "8b566f26-b34d-4da6-bdaa-078358a5b685"
|
"__uuid__": "8b566f26-b34d-4da6-bdaa-078358a5b685"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"frame": 0.45,
|
"frame": 0.31666666666666665,
|
||||||
"value": {
|
"value": {
|
||||||
"__uuid__": "6ec5f75d-307e-4292-b667-cbbb5a52c2f6"
|
"__uuid__": "6ec5f75d-307e-4292-b667-cbbb5a52c2f6"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"frame": 0.5,
|
"frame": 0.48333333333333334,
|
||||||
"value": {
|
"value": {
|
||||||
"__uuid__": "d89977f1-d927-4a08-9591-9feb1daf68c8"
|
"__uuid__": "d89977f1-d927-4a08-9591-9feb1daf68c8"
|
||||||
}
|
}
|
||||||
|
@ -3,7 +3,7 @@
|
|||||||
"_name": "Fireball3Explosion",
|
"_name": "Fireball3Explosion",
|
||||||
"_objFlags": 0,
|
"_objFlags": 0,
|
||||||
"_native": "",
|
"_native": "",
|
||||||
"_duration": 0.48333333333333334,
|
"_duration": 0.5,
|
||||||
"sample": 60,
|
"sample": 60,
|
||||||
"speed": 1,
|
"speed": 1,
|
||||||
"wrapMode": 1,
|
"wrapMode": 1,
|
||||||
@ -30,43 +30,43 @@
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"frame": 0.16666666666666666,
|
"frame": 0.2,
|
||||||
"value": {
|
"value": {
|
||||||
"__uuid__": "0735a7ff-0e50-472a-b0f9-8e2cc97be7e7"
|
"__uuid__": "0735a7ff-0e50-472a-b0f9-8e2cc97be7e7"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"frame": 0.23333333333333334,
|
"frame": 0.2833333333333333,
|
||||||
"value": {
|
"value": {
|
||||||
"__uuid__": "993199a8-54a9-40d1-8d2f-12bf16af934c"
|
"__uuid__": "993199a8-54a9-40d1-8d2f-12bf16af934c"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"frame": 0.2833333333333333,
|
"frame": 0.35,
|
||||||
"value": {
|
"value": {
|
||||||
"__uuid__": "5d8d9ffc-b4d6-4518-9946-953929ec055c"
|
"__uuid__": "5d8d9ffc-b4d6-4518-9946-953929ec055c"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"frame": 0.3333333333333333,
|
"frame": 0.38333333333333336,
|
||||||
"value": {
|
"value": {
|
||||||
"__uuid__": "6501ae08-b0ff-43ad-b5c5-cb6dc67f989d"
|
"__uuid__": "6501ae08-b0ff-43ad-b5c5-cb6dc67f989d"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"frame": 0.38333333333333336,
|
"frame": 0.4166666666666667,
|
||||||
"value": {
|
"value": {
|
||||||
"__uuid__": "616cfa00-1dba-4a71-8141-36774933b6a9"
|
"__uuid__": "616cfa00-1dba-4a71-8141-36774933b6a9"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"frame": 0.43333333333333335,
|
"frame": 0.45,
|
||||||
"value": {
|
"value": {
|
||||||
"__uuid__": "4b296e86-2e96-4276-b6de-6a6b22530344"
|
"__uuid__": "4b296e86-2e96-4276-b6de-6a6b22530344"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"frame": 0.4666666666666667,
|
"frame": 0.48333333333333334,
|
||||||
"value": {
|
"value": {
|
||||||
"__uuid__": "f9cc8e37-c9c2-4f20-9d7e-4533c4e859fe"
|
"__uuid__": "f9cc8e37-c9c2-4f20-9d7e-4533c4e859fe"
|
||||||
}
|
}
|
||||||
|
@ -37,6 +37,8 @@ message PlayerDownsync {
|
|||||||
int32 onWallNormY = 28;
|
int32 onWallNormY = 28;
|
||||||
|
|
||||||
bool capturedByInertia = 29; // like "inAir", it’s by design a standalone field only inferred by the calc result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState"
|
bool capturedByInertia = 29; // like "inAir", it’s by design a standalone field only inferred by the calc result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState"
|
||||||
|
int32 revivalVirtualGridX = 30;
|
||||||
|
int32 revivalVirtualGridY = 31;
|
||||||
|
|
||||||
string name = 997;
|
string name = 997;
|
||||||
string displayName = 998;
|
string displayName = 998;
|
||||||
|
@ -25,16 +25,19 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
"__id__": 8
|
"__id__": 8
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__id__": 22
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_active": true,
|
"_active": true,
|
||||||
"_components": [
|
"_components": [
|
||||||
{
|
{
|
||||||
"__id__": 22
|
"__id__": 29
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_prefab": {
|
"_prefab": {
|
||||||
"__id__": 23
|
"__id__": 30
|
||||||
},
|
},
|
||||||
"_opacity": 255,
|
"_opacity": 255,
|
||||||
"_color": {
|
"_color": {
|
||||||
@ -554,7 +557,7 @@
|
|||||||
"__id__": 8
|
"__id__": 8
|
||||||
},
|
},
|
||||||
"_children": [],
|
"_children": [],
|
||||||
"_active": true,
|
"_active": false,
|
||||||
"_components": [
|
"_components": [
|
||||||
{
|
{
|
||||||
"__id__": 14
|
"__id__": 14
|
||||||
@ -911,6 +914,244 @@
|
|||||||
"fileId": "7aN7Gcc/tBw5EGlTJVBj2+",
|
"fileId": "7aN7Gcc/tBw5EGlTJVBj2+",
|
||||||
"sync": false
|
"sync": false
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.Node",
|
||||||
|
"_name": "HpBar",
|
||||||
|
"_objFlags": 0,
|
||||||
|
"_parent": {
|
||||||
|
"__id__": 1
|
||||||
|
},
|
||||||
|
"_children": [
|
||||||
|
{
|
||||||
|
"__id__": 23
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"_active": true,
|
||||||
|
"_components": [
|
||||||
|
{
|
||||||
|
"__id__": 26
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__id__": 27
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"_prefab": {
|
||||||
|
"__id__": 28
|
||||||
|
},
|
||||||
|
"_opacity": 255,
|
||||||
|
"_color": {
|
||||||
|
"__type__": "cc.Color",
|
||||||
|
"r": 255,
|
||||||
|
"g": 255,
|
||||||
|
"b": 255,
|
||||||
|
"a": 255
|
||||||
|
},
|
||||||
|
"_contentSize": {
|
||||||
|
"__type__": "cc.Size",
|
||||||
|
"width": 50,
|
||||||
|
"height": 8
|
||||||
|
},
|
||||||
|
"_anchorPoint": {
|
||||||
|
"__type__": "cc.Vec2",
|
||||||
|
"x": 0.5,
|
||||||
|
"y": 0.5
|
||||||
|
},
|
||||||
|
"_trs": {
|
||||||
|
"__type__": "TypedArray",
|
||||||
|
"ctor": "Float64Array",
|
||||||
|
"array": [
|
||||||
|
0,
|
||||||
|
42.256,
|
||||||
|
0,
|
||||||
|
0,
|
||||||
|
0,
|
||||||
|
0,
|
||||||
|
1,
|
||||||
|
1,
|
||||||
|
1,
|
||||||
|
1
|
||||||
|
]
|
||||||
|
},
|
||||||
|
"_eulerAngles": {
|
||||||
|
"__type__": "cc.Vec3",
|
||||||
|
"x": 0,
|
||||||
|
"y": 0,
|
||||||
|
"z": 0
|
||||||
|
},
|
||||||
|
"_skewX": 0,
|
||||||
|
"_skewY": 0,
|
||||||
|
"_is3DNode": false,
|
||||||
|
"_groupIndex": 0,
|
||||||
|
"groupIndex": 0,
|
||||||
|
"_id": ""
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.Node",
|
||||||
|
"_name": "bar",
|
||||||
|
"_objFlags": 0,
|
||||||
|
"_parent": {
|
||||||
|
"__id__": 22
|
||||||
|
},
|
||||||
|
"_children": [],
|
||||||
|
"_active": true,
|
||||||
|
"_components": [
|
||||||
|
{
|
||||||
|
"__id__": 24
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"_prefab": {
|
||||||
|
"__id__": 25
|
||||||
|
},
|
||||||
|
"_opacity": 255,
|
||||||
|
"_color": {
|
||||||
|
"__type__": "cc.Color",
|
||||||
|
"r": 10,
|
||||||
|
"g": 252,
|
||||||
|
"b": 0,
|
||||||
|
"a": 255
|
||||||
|
},
|
||||||
|
"_contentSize": {
|
||||||
|
"__type__": "cc.Size",
|
||||||
|
"width": 50,
|
||||||
|
"height": 8
|
||||||
|
},
|
||||||
|
"_anchorPoint": {
|
||||||
|
"__type__": "cc.Vec2",
|
||||||
|
"x": 0,
|
||||||
|
"y": 0.5
|
||||||
|
},
|
||||||
|
"_trs": {
|
||||||
|
"__type__": "TypedArray",
|
||||||
|
"ctor": "Float64Array",
|
||||||
|
"array": [
|
||||||
|
-25,
|
||||||
|
0,
|
||||||
|
0,
|
||||||
|
0,
|
||||||
|
0,
|
||||||
|
0,
|
||||||
|
1,
|
||||||
|
1,
|
||||||
|
1,
|
||||||
|
1
|
||||||
|
]
|
||||||
|
},
|
||||||
|
"_eulerAngles": {
|
||||||
|
"__type__": "cc.Vec3",
|
||||||
|
"x": 0,
|
||||||
|
"y": 0,
|
||||||
|
"z": 0
|
||||||
|
},
|
||||||
|
"_skewX": 0,
|
||||||
|
"_skewY": 0,
|
||||||
|
"_is3DNode": false,
|
||||||
|
"_groupIndex": 0,
|
||||||
|
"groupIndex": 0,
|
||||||
|
"_id": ""
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.Sprite",
|
||||||
|
"_name": "",
|
||||||
|
"_objFlags": 0,
|
||||||
|
"node": {
|
||||||
|
"__id__": 23
|
||||||
|
},
|
||||||
|
"_enabled": true,
|
||||||
|
"_materials": [
|
||||||
|
{
|
||||||
|
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"_srcBlendFactor": 770,
|
||||||
|
"_dstBlendFactor": 771,
|
||||||
|
"_spriteFrame": {
|
||||||
|
"__uuid__": "67e68bc9-dad5-4ad9-a2d8-7e03d458e32f"
|
||||||
|
},
|
||||||
|
"_type": 1,
|
||||||
|
"_sizeMode": 0,
|
||||||
|
"_fillType": 0,
|
||||||
|
"_fillCenter": {
|
||||||
|
"__type__": "cc.Vec2",
|
||||||
|
"x": 0,
|
||||||
|
"y": 0
|
||||||
|
},
|
||||||
|
"_fillStart": 0,
|
||||||
|
"_fillRange": 0,
|
||||||
|
"_isTrimmedMode": true,
|
||||||
|
"_atlas": null,
|
||||||
|
"_id": ""
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.PrefabInfo",
|
||||||
|
"root": {
|
||||||
|
"__id__": 1
|
||||||
|
},
|
||||||
|
"asset": {
|
||||||
|
"__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a"
|
||||||
|
},
|
||||||
|
"fileId": "1b5Rz5KABPK5Nv1wogghs6",
|
||||||
|
"sync": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.Sprite",
|
||||||
|
"_name": "",
|
||||||
|
"_objFlags": 0,
|
||||||
|
"node": {
|
||||||
|
"__id__": 22
|
||||||
|
},
|
||||||
|
"_enabled": true,
|
||||||
|
"_materials": [
|
||||||
|
{
|
||||||
|
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"_srcBlendFactor": 770,
|
||||||
|
"_dstBlendFactor": 771,
|
||||||
|
"_spriteFrame": {
|
||||||
|
"__uuid__": "88e79fd5-96b4-4a77-a1f4-312467171014"
|
||||||
|
},
|
||||||
|
"_type": 1,
|
||||||
|
"_sizeMode": 0,
|
||||||
|
"_fillType": 0,
|
||||||
|
"_fillCenter": {
|
||||||
|
"__type__": "cc.Vec2",
|
||||||
|
"x": 0,
|
||||||
|
"y": 0
|
||||||
|
},
|
||||||
|
"_fillStart": 0,
|
||||||
|
"_fillRange": 0,
|
||||||
|
"_isTrimmedMode": true,
|
||||||
|
"_atlas": null,
|
||||||
|
"_id": ""
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.ProgressBar",
|
||||||
|
"_name": "",
|
||||||
|
"_objFlags": 0,
|
||||||
|
"node": {
|
||||||
|
"__id__": 22
|
||||||
|
},
|
||||||
|
"_enabled": true,
|
||||||
|
"_N$totalLength": 50,
|
||||||
|
"_N$barSprite": {
|
||||||
|
"__id__": 24
|
||||||
|
},
|
||||||
|
"_N$mode": 0,
|
||||||
|
"_N$progress": 1,
|
||||||
|
"_N$reverse": false,
|
||||||
|
"_id": ""
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.PrefabInfo",
|
||||||
|
"root": {
|
||||||
|
"__id__": 1
|
||||||
|
},
|
||||||
|
"asset": {
|
||||||
|
"__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a"
|
||||||
|
},
|
||||||
|
"fileId": "1cDdFO9Z5KYIcRR52ZmtqO",
|
||||||
|
"sync": false
|
||||||
|
},
|
||||||
{
|
{
|
||||||
"__type__": "b74b05YDqZFRo4OkZRFZX8k",
|
"__type__": "b74b05YDqZFRo4OkZRFZX8k",
|
||||||
"_name": "",
|
"_name": "",
|
||||||
@ -929,6 +1170,9 @@
|
|||||||
"coordLabel": {
|
"coordLabel": {
|
||||||
"__id__": 3
|
"__id__": 3
|
||||||
},
|
},
|
||||||
|
"hpBar": {
|
||||||
|
"__id__": 27
|
||||||
|
},
|
||||||
"_id": ""
|
"_id": ""
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
|
@ -461,7 +461,7 @@
|
|||||||
"array": [
|
"array": [
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
210.4441731196186,
|
216.50635094610968,
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
|
@ -547,7 +547,7 @@
|
|||||||
"array": [
|
"array": [
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
210.4441731196186,
|
216.50635094610968,
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
|
@ -10,7 +10,11 @@ cc.Class({
|
|||||||
coordLabel: {
|
coordLabel: {
|
||||||
type: cc.Label,
|
type: cc.Label,
|
||||||
default: null
|
default: null
|
||||||
}
|
},
|
||||||
|
hpBar: {
|
||||||
|
type: cc.ProgressBar,
|
||||||
|
default: null
|
||||||
|
},
|
||||||
},
|
},
|
||||||
|
|
||||||
onLoad() {
|
onLoad() {
|
||||||
|
@ -658,7 +658,7 @@ cc.Class({
|
|||||||
const jsPlayersArr = new Array(pbRdf.playersArr.length).fill(null);
|
const jsPlayersArr = new Array(pbRdf.playersArr.length).fill(null);
|
||||||
for (let k = 0; k < pbRdf.playersArr.length; ++k) {
|
for (let k = 0; k < pbRdf.playersArr.length; ++k) {
|
||||||
const pbPlayer = pbRdf.playersArr[k];
|
const pbPlayer = pbRdf.playersArr[k];
|
||||||
const jsPlayer = gopkgs.NewPlayerDownsyncJs(pbPlayer.id, pbPlayer.virtualGridX, pbPlayer.virtualGridY, pbPlayer.dirX, pbPlayer.dirY, pbPlayer.velX, pbPlayer.velY, pbPlayer.framesToRecover, pbPlayer.framesInChState, pbPlayer.activeSkillId, pbPlayer.activeSkillHit, pbPlayer.framesInvinsible, pbPlayer.speed, pbPlayer.battleState, pbPlayer.characterState, pbPlayer.joinIndex, pbPlayer.hp, pbPlayer.maxHp, pbPlayer.colliderRadius, pbPlayer.inAir, pbPlayer.onWall, pbPlayer.onWallNormX, pbPlayer.onWallNormY, pbPlayer.capturedByInertia, pbPlayer.bulletTeamId, pbPlayer.chCollisionTeamId);
|
const jsPlayer = gopkgs.NewPlayerDownsyncJs(pbPlayer.id, pbPlayer.virtualGridX, pbPlayer.virtualGridY, pbPlayer.dirX, pbPlayer.dirY, pbPlayer.velX, pbPlayer.velY, pbPlayer.framesToRecover, pbPlayer.framesInChState, pbPlayer.activeSkillId, pbPlayer.activeSkillHit, pbPlayer.framesInvinsible, pbPlayer.speed, pbPlayer.battleState, pbPlayer.characterState, pbPlayer.joinIndex, pbPlayer.hp, pbPlayer.maxHp, pbPlayer.colliderRadius, pbPlayer.inAir, pbPlayer.onWall, pbPlayer.onWallNormX, pbPlayer.onWallNormY, pbPlayer.capturedByInertia, pbPlayer.bulletTeamId, pbPlayer.chCollisionTeamId, pbPlayer.revivalVirtualGridX, pbPlayer.revivalVirtualGridY);
|
||||||
jsPlayersArr[k] = jsPlayer;
|
jsPlayersArr[k] = jsPlayer;
|
||||||
}
|
}
|
||||||
const jsMeleeBulletsArr = new Array(pbRdf.meleeBullets.length).fill(null);
|
const jsMeleeBulletsArr = new Array(pbRdf.meleeBullets.length).fill(null);
|
||||||
@ -1292,6 +1292,7 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
|
|||||||
playerRichInfo.node.setPosition(wx, wy);
|
playerRichInfo.node.setPosition(wx, wy);
|
||||||
playerRichInfo.scriptIns.updateSpeed(currPlayerDownsync.Speed);
|
playerRichInfo.scriptIns.updateSpeed(currPlayerDownsync.Speed);
|
||||||
playerRichInfo.scriptIns.updateCharacterAnim(currPlayerDownsync, prevRdfPlayer, false, chConfig);
|
playerRichInfo.scriptIns.updateCharacterAnim(currPlayerDownsync, prevRdfPlayer, false, chConfig);
|
||||||
|
playerRichInfo.scriptIns.hpBar.progress = (currPlayerDownsync.Hp * 1.0) / currPlayerDownsync.MaxHp;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Move all to infinitely far away first
|
// Move all to infinitely far away first
|
||||||
|
@ -109,6 +109,8 @@ cc.Class({
|
|||||||
joinIndex: 1,
|
joinIndex: 1,
|
||||||
virtualGridX: p1Vpos[0],
|
virtualGridX: p1Vpos[0],
|
||||||
virtualGridY: p1Vpos[1],
|
virtualGridY: p1Vpos[1],
|
||||||
|
revivalVirtualGridX: p1Vpos[0],
|
||||||
|
revivalVirtualGridY: p1Vpos[1],
|
||||||
speed: chConfigsOrderedByJoinIndex[0].Speed,
|
speed: chConfigsOrderedByJoinIndex[0].Speed,
|
||||||
colliderRadius: colliderRadiusV[0],
|
colliderRadius: colliderRadiusV[0],
|
||||||
characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0],
|
characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0],
|
||||||
@ -119,12 +121,16 @@ cc.Class({
|
|||||||
velY: 0,
|
velY: 0,
|
||||||
inAir: true,
|
inAir: true,
|
||||||
onWall: false,
|
onWall: false,
|
||||||
|
hp: 100,
|
||||||
|
maxHp: 100,
|
||||||
}),
|
}),
|
||||||
window.pb.protos.PlayerDownsync.create({
|
window.pb.protos.PlayerDownsync.create({
|
||||||
id: 11,
|
id: 11,
|
||||||
joinIndex: 2,
|
joinIndex: 2,
|
||||||
virtualGridX: p2Vpos[0],
|
virtualGridX: p2Vpos[0],
|
||||||
virtualGridY: p2Vpos[1],
|
virtualGridY: p2Vpos[1],
|
||||||
|
revivalVirtualGridX: p2Vpos[0],
|
||||||
|
revivalVirtualGridY: p2Vpos[1],
|
||||||
speed: chConfigsOrderedByJoinIndex[1].Speed,
|
speed: chConfigsOrderedByJoinIndex[1].Speed,
|
||||||
colliderRadius: colliderRadiusV[0],
|
colliderRadius: colliderRadiusV[0],
|
||||||
characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0],
|
characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0],
|
||||||
@ -135,6 +141,8 @@ cc.Class({
|
|||||||
velY: 0,
|
velY: 0,
|
||||||
inAir: true,
|
inAir: true,
|
||||||
onWall: false,
|
onWall: false,
|
||||||
|
hp: 100,
|
||||||
|
maxHp: 100,
|
||||||
}),
|
}),
|
||||||
],
|
],
|
||||||
speciesIdList: speciesIdList,
|
speciesIdList: speciesIdList,
|
||||||
|
File diff suppressed because one or more lines are too long
@ -1220,6 +1220,8 @@ $root.protos = (function() {
|
|||||||
* @property {number|null} [onWallNormX] PlayerDownsync onWallNormX
|
* @property {number|null} [onWallNormX] PlayerDownsync onWallNormX
|
||||||
* @property {number|null} [onWallNormY] PlayerDownsync onWallNormY
|
* @property {number|null} [onWallNormY] PlayerDownsync onWallNormY
|
||||||
* @property {boolean|null} [capturedByInertia] PlayerDownsync capturedByInertia
|
* @property {boolean|null} [capturedByInertia] PlayerDownsync capturedByInertia
|
||||||
|
* @property {number|null} [revivalVirtualGridX] PlayerDownsync revivalVirtualGridX
|
||||||
|
* @property {number|null} [revivalVirtualGridY] PlayerDownsync revivalVirtualGridY
|
||||||
* @property {string|null} [name] PlayerDownsync name
|
* @property {string|null} [name] PlayerDownsync name
|
||||||
* @property {string|null} [displayName] PlayerDownsync displayName
|
* @property {string|null} [displayName] PlayerDownsync displayName
|
||||||
* @property {string|null} [avatar] PlayerDownsync avatar
|
* @property {string|null} [avatar] PlayerDownsync avatar
|
||||||
@ -1472,6 +1474,22 @@ $root.protos = (function() {
|
|||||||
*/
|
*/
|
||||||
PlayerDownsync.prototype.capturedByInertia = false;
|
PlayerDownsync.prototype.capturedByInertia = false;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* PlayerDownsync revivalVirtualGridX.
|
||||||
|
* @member {number} revivalVirtualGridX
|
||||||
|
* @memberof protos.PlayerDownsync
|
||||||
|
* @instance
|
||||||
|
*/
|
||||||
|
PlayerDownsync.prototype.revivalVirtualGridX = 0;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* PlayerDownsync revivalVirtualGridY.
|
||||||
|
* @member {number} revivalVirtualGridY
|
||||||
|
* @memberof protos.PlayerDownsync
|
||||||
|
* @instance
|
||||||
|
*/
|
||||||
|
PlayerDownsync.prototype.revivalVirtualGridY = 0;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* PlayerDownsync name.
|
* PlayerDownsync name.
|
||||||
* @member {string} name
|
* @member {string} name
|
||||||
@ -1578,6 +1596,10 @@ $root.protos = (function() {
|
|||||||
writer.uint32(/* id 28, wireType 0 =*/224).int32(message.onWallNormY);
|
writer.uint32(/* id 28, wireType 0 =*/224).int32(message.onWallNormY);
|
||||||
if (message.capturedByInertia != null && Object.hasOwnProperty.call(message, "capturedByInertia"))
|
if (message.capturedByInertia != null && Object.hasOwnProperty.call(message, "capturedByInertia"))
|
||||||
writer.uint32(/* id 29, wireType 0 =*/232).bool(message.capturedByInertia);
|
writer.uint32(/* id 29, wireType 0 =*/232).bool(message.capturedByInertia);
|
||||||
|
if (message.revivalVirtualGridX != null && Object.hasOwnProperty.call(message, "revivalVirtualGridX"))
|
||||||
|
writer.uint32(/* id 30, wireType 0 =*/240).int32(message.revivalVirtualGridX);
|
||||||
|
if (message.revivalVirtualGridY != null && Object.hasOwnProperty.call(message, "revivalVirtualGridY"))
|
||||||
|
writer.uint32(/* id 31, wireType 0 =*/248).int32(message.revivalVirtualGridY);
|
||||||
if (message.name != null && Object.hasOwnProperty.call(message, "name"))
|
if (message.name != null && Object.hasOwnProperty.call(message, "name"))
|
||||||
writer.uint32(/* id 997, wireType 2 =*/7978).string(message.name);
|
writer.uint32(/* id 997, wireType 2 =*/7978).string(message.name);
|
||||||
if (message.displayName != null && Object.hasOwnProperty.call(message, "displayName"))
|
if (message.displayName != null && Object.hasOwnProperty.call(message, "displayName"))
|
||||||
@ -1734,6 +1756,14 @@ $root.protos = (function() {
|
|||||||
message.capturedByInertia = reader.bool();
|
message.capturedByInertia = reader.bool();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
case 30: {
|
||||||
|
message.revivalVirtualGridX = reader.int32();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case 31: {
|
||||||
|
message.revivalVirtualGridY = reader.int32();
|
||||||
|
break;
|
||||||
|
}
|
||||||
case 997: {
|
case 997: {
|
||||||
message.name = reader.string();
|
message.name = reader.string();
|
||||||
break;
|
break;
|
||||||
@ -1868,6 +1898,12 @@ $root.protos = (function() {
|
|||||||
if (message.capturedByInertia != null && message.hasOwnProperty("capturedByInertia"))
|
if (message.capturedByInertia != null && message.hasOwnProperty("capturedByInertia"))
|
||||||
if (typeof message.capturedByInertia !== "boolean")
|
if (typeof message.capturedByInertia !== "boolean")
|
||||||
return "capturedByInertia: boolean expected";
|
return "capturedByInertia: boolean expected";
|
||||||
|
if (message.revivalVirtualGridX != null && message.hasOwnProperty("revivalVirtualGridX"))
|
||||||
|
if (!$util.isInteger(message.revivalVirtualGridX))
|
||||||
|
return "revivalVirtualGridX: integer expected";
|
||||||
|
if (message.revivalVirtualGridY != null && message.hasOwnProperty("revivalVirtualGridY"))
|
||||||
|
if (!$util.isInteger(message.revivalVirtualGridY))
|
||||||
|
return "revivalVirtualGridY: integer expected";
|
||||||
if (message.name != null && message.hasOwnProperty("name"))
|
if (message.name != null && message.hasOwnProperty("name"))
|
||||||
if (!$util.isString(message.name))
|
if (!$util.isString(message.name))
|
||||||
return "name: string expected";
|
return "name: string expected";
|
||||||
@ -1950,6 +1986,10 @@ $root.protos = (function() {
|
|||||||
message.onWallNormY = object.onWallNormY | 0;
|
message.onWallNormY = object.onWallNormY | 0;
|
||||||
if (object.capturedByInertia != null)
|
if (object.capturedByInertia != null)
|
||||||
message.capturedByInertia = Boolean(object.capturedByInertia);
|
message.capturedByInertia = Boolean(object.capturedByInertia);
|
||||||
|
if (object.revivalVirtualGridX != null)
|
||||||
|
message.revivalVirtualGridX = object.revivalVirtualGridX | 0;
|
||||||
|
if (object.revivalVirtualGridY != null)
|
||||||
|
message.revivalVirtualGridY = object.revivalVirtualGridY | 0;
|
||||||
if (object.name != null)
|
if (object.name != null)
|
||||||
message.name = String(object.name);
|
message.name = String(object.name);
|
||||||
if (object.displayName != null)
|
if (object.displayName != null)
|
||||||
@ -2002,6 +2042,8 @@ $root.protos = (function() {
|
|||||||
object.onWallNormX = 0;
|
object.onWallNormX = 0;
|
||||||
object.onWallNormY = 0;
|
object.onWallNormY = 0;
|
||||||
object.capturedByInertia = false;
|
object.capturedByInertia = false;
|
||||||
|
object.revivalVirtualGridX = 0;
|
||||||
|
object.revivalVirtualGridY = 0;
|
||||||
object.name = "";
|
object.name = "";
|
||||||
object.displayName = "";
|
object.displayName = "";
|
||||||
object.avatar = "";
|
object.avatar = "";
|
||||||
@ -2064,6 +2106,10 @@ $root.protos = (function() {
|
|||||||
object.onWallNormY = message.onWallNormY;
|
object.onWallNormY = message.onWallNormY;
|
||||||
if (message.capturedByInertia != null && message.hasOwnProperty("capturedByInertia"))
|
if (message.capturedByInertia != null && message.hasOwnProperty("capturedByInertia"))
|
||||||
object.capturedByInertia = message.capturedByInertia;
|
object.capturedByInertia = message.capturedByInertia;
|
||||||
|
if (message.revivalVirtualGridX != null && message.hasOwnProperty("revivalVirtualGridX"))
|
||||||
|
object.revivalVirtualGridX = message.revivalVirtualGridX;
|
||||||
|
if (message.revivalVirtualGridY != null && message.hasOwnProperty("revivalVirtualGridY"))
|
||||||
|
object.revivalVirtualGridY = message.revivalVirtualGridY;
|
||||||
if (message.name != null && message.hasOwnProperty("name"))
|
if (message.name != null && message.hasOwnProperty("name"))
|
||||||
object.name = message.name;
|
object.name = message.name;
|
||||||
if (message.displayName != null && message.hasOwnProperty("displayName"))
|
if (message.displayName != null && message.hasOwnProperty("displayName"))
|
||||||
|
@ -37,6 +37,8 @@ const (
|
|||||||
VERTICAL_PLATFORM_THRESHOLD = float64(0.9)
|
VERTICAL_PLATFORM_THRESHOLD = float64(0.9)
|
||||||
MAGIC_FRAMES_TO_BE_ONWALL = int32(12)
|
MAGIC_FRAMES_TO_BE_ONWALL = int32(12)
|
||||||
|
|
||||||
|
DYING_FRAMES_TO_RECOVER = int32(60) // MUST BE SAME FOR EVERY CHARACTER FOR FAIRNESS!
|
||||||
|
|
||||||
NO_SKILL = -1
|
NO_SKILL = -1
|
||||||
NO_SKILL_HIT = -1
|
NO_SKILL_HIT = -1
|
||||||
|
|
||||||
@ -101,13 +103,15 @@ var noOpSet = map[int32]bool{
|
|||||||
ATK_CHARACTER_STATE_INAIR_ATKED1: true,
|
ATK_CHARACTER_STATE_INAIR_ATKED1: true,
|
||||||
ATK_CHARACTER_STATE_BLOWN_UP1: true,
|
ATK_CHARACTER_STATE_BLOWN_UP1: true,
|
||||||
ATK_CHARACTER_STATE_LAY_DOWN1: true,
|
ATK_CHARACTER_STATE_LAY_DOWN1: true,
|
||||||
// During the invinsible frames of GET_UP1, the player is allowed to take any action
|
// [WARNING] During the invinsible frames of GET_UP1, the player is allowed to take any action
|
||||||
|
ATK_CHARACTER_STATE_DYING: true,
|
||||||
}
|
}
|
||||||
|
|
||||||
var invinsibleSet = map[int32]bool{
|
var invinsibleSet = map[int32]bool{
|
||||||
ATK_CHARACTER_STATE_BLOWN_UP1: true,
|
ATK_CHARACTER_STATE_BLOWN_UP1: true,
|
||||||
ATK_CHARACTER_STATE_LAY_DOWN1: true,
|
ATK_CHARACTER_STATE_LAY_DOWN1: true,
|
||||||
ATK_CHARACTER_STATE_GET_UP1: true,
|
ATK_CHARACTER_STATE_GET_UP1: true,
|
||||||
|
ATK_CHARACTER_STATE_DYING: true,
|
||||||
}
|
}
|
||||||
|
|
||||||
var nonAttackingSet = map[int32]bool{
|
var nonAttackingSet = map[int32]bool{
|
||||||
@ -120,6 +124,7 @@ var nonAttackingSet = map[int32]bool{
|
|||||||
ATK_CHARACTER_STATE_BLOWN_UP1: true,
|
ATK_CHARACTER_STATE_BLOWN_UP1: true,
|
||||||
ATK_CHARACTER_STATE_LAY_DOWN1: true,
|
ATK_CHARACTER_STATE_LAY_DOWN1: true,
|
||||||
ATK_CHARACTER_STATE_GET_UP1: true,
|
ATK_CHARACTER_STATE_GET_UP1: true,
|
||||||
|
ATK_CHARACTER_STATE_DYING: true,
|
||||||
}
|
}
|
||||||
|
|
||||||
func intAbs(x int32) int32 {
|
func intAbs(x int32) int32 {
|
||||||
@ -493,7 +498,7 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
|
|||||||
canJumpWithinInertia := currPlayerDownsync.CapturedByInertia && ((chConfig.InertiaFramesToRecover >> 1) > currPlayerDownsync.FramesToRecover)
|
canJumpWithinInertia := currPlayerDownsync.CapturedByInertia && ((chConfig.InertiaFramesToRecover >> 1) > currPlayerDownsync.FramesToRecover)
|
||||||
if 0 == currPlayerDownsync.FramesToRecover || canJumpWithinInertia {
|
if 0 == currPlayerDownsync.FramesToRecover || canJumpWithinInertia {
|
||||||
if decodedInput.BtnBLevel > prevBtnBLevel {
|
if decodedInput.BtnBLevel > prevBtnBLevel {
|
||||||
if chConfig.DashingEnabled && 0 > decodedInput.Dy {
|
if chConfig.DashingEnabled && 0 > decodedInput.Dy && ATK_CHARACTER_STATE_DASHING != currPlayerDownsync.CharacterState {
|
||||||
// Checking "DashingEnabled" here to allow jumping when dashing-disabled players pressed "DOWN + BtnB"
|
// Checking "DashingEnabled" here to allow jumping when dashing-disabled players pressed "DOWN + BtnB"
|
||||||
patternId = 5
|
patternId = 5
|
||||||
} else if _, existent := inAirSet[currPlayerDownsync.CharacterState]; !existent {
|
} else if _, existent := inAirSet[currPlayerDownsync.CharacterState]; !existent {
|
||||||
@ -555,32 +560,36 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
|||||||
// Make a copy first
|
// Make a copy first
|
||||||
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
||||||
nextRenderFramePlayers[i] = &PlayerDownsync{
|
nextRenderFramePlayers[i] = &PlayerDownsync{
|
||||||
Id: currPlayerDownsync.Id,
|
Id: currPlayerDownsync.Id,
|
||||||
VirtualGridX: currPlayerDownsync.VirtualGridX,
|
VirtualGridX: currPlayerDownsync.VirtualGridX,
|
||||||
VirtualGridY: currPlayerDownsync.VirtualGridY,
|
VirtualGridY: currPlayerDownsync.VirtualGridY,
|
||||||
DirX: currPlayerDownsync.DirX,
|
DirX: currPlayerDownsync.DirX,
|
||||||
DirY: currPlayerDownsync.DirY,
|
DirY: currPlayerDownsync.DirY,
|
||||||
VelX: currPlayerDownsync.VelX,
|
VelX: currPlayerDownsync.VelX,
|
||||||
VelY: currPlayerDownsync.VelY,
|
VelY: currPlayerDownsync.VelY,
|
||||||
CharacterState: currPlayerDownsync.CharacterState,
|
CharacterState: currPlayerDownsync.CharacterState,
|
||||||
InAir: true,
|
InAir: true,
|
||||||
OnWall: false,
|
OnWall: false,
|
||||||
Speed: currPlayerDownsync.Speed,
|
Speed: currPlayerDownsync.Speed,
|
||||||
BattleState: currPlayerDownsync.BattleState,
|
BattleState: currPlayerDownsync.BattleState,
|
||||||
Score: currPlayerDownsync.Score,
|
Score: currPlayerDownsync.Score,
|
||||||
Removed: currPlayerDownsync.Removed,
|
Removed: currPlayerDownsync.Removed,
|
||||||
JoinIndex: currPlayerDownsync.JoinIndex,
|
JoinIndex: currPlayerDownsync.JoinIndex,
|
||||||
Hp: currPlayerDownsync.Hp,
|
Hp: currPlayerDownsync.Hp,
|
||||||
MaxHp: currPlayerDownsync.MaxHp,
|
MaxHp: currPlayerDownsync.MaxHp,
|
||||||
FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
|
FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
|
||||||
FramesInChState: currPlayerDownsync.FramesInChState + 1,
|
FramesInChState: currPlayerDownsync.FramesInChState + 1,
|
||||||
ActiveSkillId: currPlayerDownsync.ActiveSkillId,
|
ActiveSkillId: currPlayerDownsync.ActiveSkillId,
|
||||||
ActiveSkillHit: currPlayerDownsync.ActiveSkillHit,
|
ActiveSkillHit: currPlayerDownsync.ActiveSkillHit,
|
||||||
FramesInvinsible: currPlayerDownsync.FramesInvinsible - 1,
|
FramesInvinsible: currPlayerDownsync.FramesInvinsible - 1,
|
||||||
ColliderRadius: currPlayerDownsync.ColliderRadius,
|
BulletTeamId: currPlayerDownsync.BulletTeamId,
|
||||||
OnWallNormX: currPlayerDownsync.OnWallNormX,
|
ChCollisionTeamId: currPlayerDownsync.ChCollisionTeamId,
|
||||||
OnWallNormY: currPlayerDownsync.OnWallNormY,
|
RevivalVirtualGridX: currPlayerDownsync.RevivalVirtualGridX,
|
||||||
CapturedByInertia: currPlayerDownsync.CapturedByInertia,
|
RevivalVirtualGridY: currPlayerDownsync.RevivalVirtualGridY,
|
||||||
|
ColliderRadius: currPlayerDownsync.ColliderRadius,
|
||||||
|
OnWallNormX: currPlayerDownsync.OnWallNormX,
|
||||||
|
OnWallNormY: currPlayerDownsync.OnWallNormY,
|
||||||
|
CapturedByInertia: currPlayerDownsync.CapturedByInertia,
|
||||||
}
|
}
|
||||||
if nextRenderFramePlayers[i].FramesToRecover < 0 {
|
if nextRenderFramePlayers[i].FramesToRecover < 0 {
|
||||||
nextRenderFramePlayers[i].FramesToRecover = 0
|
nextRenderFramePlayers[i].FramesToRecover = 0
|
||||||
@ -745,6 +754,12 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
|||||||
chConfig := chConfigsOrderedByJoinIndex[i]
|
chConfig := chConfigsOrderedByJoinIndex[i]
|
||||||
// Reset playerCollider position from the "virtual grid position"
|
// Reset playerCollider position from the "virtual grid position"
|
||||||
newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY
|
newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY
|
||||||
|
if 0 >= thatPlayerInNextFrame.Hp && 0 == thatPlayerInNextFrame.FramesToRecover {
|
||||||
|
// Revive
|
||||||
|
newVx, newVy = currPlayerDownsync.RevivalVirtualGridX, currPlayerDownsync.RevivalVirtualGridY
|
||||||
|
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
|
||||||
|
thatPlayerInNextFrame.Hp = currPlayerDownsync.MaxHp
|
||||||
|
}
|
||||||
if jumpedOrNotList[i] {
|
if jumpedOrNotList[i] {
|
||||||
// We haven't proceeded with "OnWall" calculation for "thatPlayerInNextFrame", thus use "currPlayerDownsync.OnWall" for checking
|
// We haven't proceeded with "OnWall" calculation for "thatPlayerInNextFrame", thus use "currPlayerDownsync.OnWall" for checking
|
||||||
if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState {
|
if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState {
|
||||||
@ -798,38 +813,8 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
|||||||
}
|
}
|
||||||
|
|
||||||
// 3. Add bullet colliders into collision system
|
// 3. Add bullet colliders into collision system
|
||||||
|
|
||||||
// [WARNING] For rollback compatibility, static data of "BulletConfig" & "BattleAttr(static since instantiated)" can just be copies of the pointers in "RenderFrameBuffer", however, FireballBullets movement data as well as bullet animation data must be copies of instances for each RenderFrame!
|
// [WARNING] For rollback compatibility, static data of "BulletConfig" & "BattleAttr(static since instantiated)" can just be copies of the pointers in "RenderFrameBuffer", however, FireballBullets movement data as well as bullet animation data must be copies of instances for each RenderFrame!
|
||||||
bulletColliders := make([]*resolv.Object, 0, len(currRenderFrame.MeleeBullets)) // Will all be removed at the end of this function due to the need for being rollback-compatible
|
bulletColliders := make([]*resolv.Object, 0, ((len(currRenderFrame.MeleeBullets) + len(currRenderFrame.FireballBullets)) << 1)) // Will all be removed at the end of this function due to the need for being rollback-compatible
|
||||||
for _, prevMelee := range currRenderFrame.MeleeBullets {
|
|
||||||
meleeBullet := &MeleeBullet{
|
|
||||||
Bullet: prevMelee.Bullet,
|
|
||||||
BattleAttr: prevMelee.BattleAttr,
|
|
||||||
FramesInBlState: prevMelee.FramesInBlState + 1,
|
|
||||||
BlState: prevMelee.BlState,
|
|
||||||
}
|
|
||||||
if IsMeleeBulletAlive(meleeBullet, currRenderFrame) {
|
|
||||||
if IsMeleeBulletActive(meleeBullet, currRenderFrame) {
|
|
||||||
offender := currRenderFrame.PlayersArr[meleeBullet.BattleAttr.OffenderJoinIndex-1]
|
|
||||||
|
|
||||||
xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis"
|
|
||||||
if 0 > offender.DirX {
|
|
||||||
xfac = -xfac
|
|
||||||
}
|
|
||||||
bulletWx, bulletWy := VirtualGridToWorldPos(offender.VirtualGridX+xfac*meleeBullet.Bullet.HitboxOffsetX, offender.VirtualGridY)
|
|
||||||
hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(meleeBullet.Bullet.HitboxSizeX, meleeBullet.Bullet.HitboxSizeY)
|
|
||||||
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet")
|
|
||||||
collisionSys.Add(newBulletCollider)
|
|
||||||
bulletColliders = append(bulletColliders, newBulletCollider)
|
|
||||||
meleeBullet.BlState = BULLET_ACTIVE
|
|
||||||
if meleeBullet.BlState != prevMelee.BlState {
|
|
||||||
meleeBullet.FramesInBlState = 0
|
|
||||||
}
|
|
||||||
}
|
|
||||||
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
for _, prevFireball := range currRenderFrame.FireballBullets {
|
for _, prevFireball := range currRenderFrame.FireballBullets {
|
||||||
fireballBullet := &FireballBullet{
|
fireballBullet := &FireballBullet{
|
||||||
VirtualGridX: prevFireball.VirtualGridX,
|
VirtualGridX: prevFireball.VirtualGridX,
|
||||||
@ -858,12 +843,49 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
|||||||
fireballBullet.VirtualGridX, fireballBullet.VirtualGridY = fireballBullet.VirtualGridX+fireballBullet.VelX, fireballBullet.VirtualGridY+fireballBullet.VelY
|
fireballBullet.VirtualGridX, fireballBullet.VirtualGridY = fireballBullet.VirtualGridX+fireballBullet.VelX, fireballBullet.VirtualGridY+fireballBullet.VelY
|
||||||
//fmt.Printf("Pushing active fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, fireballBullet.BattleAttr.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY, fireballBullet.BlState)
|
//fmt.Printf("Pushing active fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, fireballBullet.BattleAttr.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY, fireballBullet.BlState)
|
||||||
} else {
|
} else {
|
||||||
|
offender := currRenderFrame.PlayersArr[fireballBullet.BattleAttr.OffenderJoinIndex-1]
|
||||||
|
if _, existent := noOpSet[offender.CharacterState]; existent {
|
||||||
|
// If a fireball is not yet active but the offender got attacked, remove it
|
||||||
|
continue
|
||||||
|
}
|
||||||
//fmt.Printf("Pushing non-active fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, fireballBullet.BattleAttr.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY, fireballBullet.BlState)
|
//fmt.Printf("Pushing non-active fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, fireballBullet.BattleAttr.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY, fireballBullet.BlState)
|
||||||
}
|
}
|
||||||
nextRenderFrameFireballBullets = append(nextRenderFrameFireballBullets, fireballBullet)
|
nextRenderFrameFireballBullets = append(nextRenderFrameFireballBullets, fireballBullet)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
for _, prevMelee := range currRenderFrame.MeleeBullets {
|
||||||
|
meleeBullet := &MeleeBullet{
|
||||||
|
Bullet: prevMelee.Bullet,
|
||||||
|
BattleAttr: prevMelee.BattleAttr,
|
||||||
|
FramesInBlState: prevMelee.FramesInBlState + 1,
|
||||||
|
BlState: prevMelee.BlState,
|
||||||
|
}
|
||||||
|
if IsMeleeBulletAlive(meleeBullet, currRenderFrame) {
|
||||||
|
offender := currRenderFrame.PlayersArr[meleeBullet.BattleAttr.OffenderJoinIndex-1]
|
||||||
|
if _, existent := noOpSet[offender.CharacterState]; existent {
|
||||||
|
// If a melee is alive but the offender got attacked, remove it even if it's active
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
if IsMeleeBulletActive(meleeBullet, currRenderFrame) {
|
||||||
|
xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis"
|
||||||
|
if 0 > offender.DirX {
|
||||||
|
xfac = -xfac
|
||||||
|
}
|
||||||
|
bulletWx, bulletWy := VirtualGridToWorldPos(offender.VirtualGridX+xfac*meleeBullet.Bullet.HitboxOffsetX, offender.VirtualGridY)
|
||||||
|
hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(meleeBullet.Bullet.HitboxSizeX, meleeBullet.Bullet.HitboxSizeY)
|
||||||
|
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet")
|
||||||
|
collisionSys.Add(newBulletCollider)
|
||||||
|
bulletColliders = append(bulletColliders, newBulletCollider)
|
||||||
|
meleeBullet.BlState = BULLET_ACTIVE
|
||||||
|
if meleeBullet.BlState != prevMelee.BlState {
|
||||||
|
meleeBullet.FramesInBlState = 0
|
||||||
|
}
|
||||||
|
}
|
||||||
|
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// 4. Calc pushbacks for each player (after its movement) w/o bullets
|
// 4. Calc pushbacks for each player (after its movement) w/o bullets
|
||||||
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
||||||
joinIndex := currPlayerDownsync.JoinIndex
|
joinIndex := currPlayerDownsync.JoinIndex
|
||||||
@ -1015,18 +1037,26 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
|||||||
if 0 > offender.DirX {
|
if 0 > offender.DirX {
|
||||||
xfac = -xfac
|
xfac = -xfac
|
||||||
}
|
}
|
||||||
pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
|
|
||||||
atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
|
atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
|
||||||
atkedPlayerInNextFrame.VelX = pushbackVelX
|
atkedPlayerInNextFrame.Hp -= v.Bullet.Damage
|
||||||
atkedPlayerInNextFrame.VelY = pushbackVelY
|
if 0 >= atkedPlayerInNextFrame.Hp {
|
||||||
if v.Bullet.BlowUp {
|
// [WARNING] We don't have "dying in air" animation for now, and for better graphical recognition, play the same dying animation even in air
|
||||||
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
|
atkedPlayerInNextFrame.Hp = 0
|
||||||
|
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_DYING
|
||||||
|
atkedPlayerInNextFrame.FramesToRecover = DYING_FRAMES_TO_RECOVER
|
||||||
} else {
|
} else {
|
||||||
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
|
pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
|
||||||
}
|
atkedPlayerInNextFrame.VelX = pushbackVelX
|
||||||
oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
|
atkedPlayerInNextFrame.VelY = pushbackVelY
|
||||||
if v.Bullet.HitStunFrames > oldFramesToRecover {
|
if v.Bullet.BlowUp {
|
||||||
atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
|
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
|
||||||
|
} else {
|
||||||
|
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
|
||||||
|
}
|
||||||
|
oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
|
||||||
|
if v.Bullet.HitStunFrames > oldFramesToRecover {
|
||||||
|
atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -1055,18 +1085,26 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
|||||||
if 0 > offender.DirX {
|
if 0 > offender.DirX {
|
||||||
xfac = -xfac
|
xfac = -xfac
|
||||||
}
|
}
|
||||||
pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
|
|
||||||
atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
|
atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
|
||||||
atkedPlayerInNextFrame.VelX = pushbackVelX
|
atkedPlayerInNextFrame.Hp -= v.Bullet.Damage
|
||||||
atkedPlayerInNextFrame.VelY = pushbackVelY
|
if 0 >= atkedPlayerInNextFrame.Hp {
|
||||||
if v.Bullet.BlowUp {
|
// [WARNING] We don't have "dying in air" animation for now, and for better graphical recognition, play the same dying animation even in air
|
||||||
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
|
atkedPlayerInNextFrame.Hp = 0
|
||||||
|
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_DYING
|
||||||
|
atkedPlayerInNextFrame.FramesToRecover = DYING_FRAMES_TO_RECOVER
|
||||||
} else {
|
} else {
|
||||||
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
|
pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
|
||||||
}
|
atkedPlayerInNextFrame.VelX = pushbackVelX
|
||||||
oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
|
atkedPlayerInNextFrame.VelY = pushbackVelY
|
||||||
if v.Bullet.HitStunFrames > oldFramesToRecover {
|
if v.Bullet.BlowUp {
|
||||||
atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
|
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
|
||||||
|
} else {
|
||||||
|
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
|
||||||
|
}
|
||||||
|
oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
|
||||||
|
if v.Bullet.HitStunFrames > oldFramesToRecover {
|
||||||
|
atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
|
||||||
|
}
|
||||||
}
|
}
|
||||||
default:
|
default:
|
||||||
exploded = true
|
exploded = true
|
||||||
|
@ -587,7 +587,7 @@ var skills = map[int]*Skill{
|
|||||||
HitStunFrames: int32(0),
|
HitStunFrames: int32(0),
|
||||||
BlockStunFrames: int32(0),
|
BlockStunFrames: int32(0),
|
||||||
Damage: int32(0),
|
Damage: int32(0),
|
||||||
SelfLockVelX: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
SelfLockVelX: int32(float64(6) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||||
SelfLockVelY: int32(0),
|
SelfLockVelY: int32(0),
|
||||||
PushbackVelX: NO_LOCK_VEL,
|
PushbackVelX: NO_LOCK_VEL,
|
||||||
PushbackVelY: NO_LOCK_VEL,
|
PushbackVelY: NO_LOCK_VEL,
|
||||||
@ -614,7 +614,7 @@ var skills = map[int]*Skill{
|
|||||||
HitStunFrames: int32(0),
|
HitStunFrames: int32(0),
|
||||||
BlockStunFrames: int32(0),
|
BlockStunFrames: int32(0),
|
||||||
Damage: int32(0),
|
Damage: int32(0),
|
||||||
SelfLockVelX: int32(float64(9) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
SelfLockVelX: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||||
SelfLockVelY: int32(0),
|
SelfLockVelY: int32(0),
|
||||||
PushbackVelX: NO_LOCK_VEL,
|
PushbackVelX: NO_LOCK_VEL,
|
||||||
PushbackVelY: NO_LOCK_VEL,
|
PushbackVelY: NO_LOCK_VEL,
|
||||||
@ -628,20 +628,20 @@ var skills = map[int]*Skill{
|
|||||||
},
|
},
|
||||||
},
|
},
|
||||||
14: &Skill{
|
14: &Skill{
|
||||||
RecoveryFrames: int32(10),
|
RecoveryFrames: int32(8),
|
||||||
RecoveryFramesOnBlock: int32(10),
|
RecoveryFramesOnBlock: int32(8),
|
||||||
RecoveryFramesOnHit: int32(10),
|
RecoveryFramesOnHit: int32(8),
|
||||||
ReleaseTriggerType: int32(1),
|
ReleaseTriggerType: int32(1),
|
||||||
BoundChState: ATK_CHARACTER_STATE_DASHING,
|
BoundChState: ATK_CHARACTER_STATE_DASHING,
|
||||||
Hits: []interface{}{
|
Hits: []interface{}{
|
||||||
&MeleeBullet{
|
&MeleeBullet{
|
||||||
Bullet: &BulletConfig{
|
Bullet: &BulletConfig{
|
||||||
StartupFrames: int32(3),
|
StartupFrames: int32(4),
|
||||||
ActiveFrames: int32(0),
|
ActiveFrames: int32(0),
|
||||||
HitStunFrames: MAX_INT32,
|
HitStunFrames: MAX_INT32,
|
||||||
BlockStunFrames: int32(0),
|
BlockStunFrames: int32(0),
|
||||||
Damage: int32(0),
|
Damage: int32(0),
|
||||||
SelfLockVelX: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
SelfLockVelX: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||||
SelfLockVelY: int32(0),
|
SelfLockVelY: int32(0),
|
||||||
PushbackVelX: NO_LOCK_VEL,
|
PushbackVelX: NO_LOCK_VEL,
|
||||||
PushbackVelY: NO_LOCK_VEL,
|
PushbackVelY: NO_LOCK_VEL,
|
||||||
|
@ -46,6 +46,9 @@ type PlayerDownsync struct {
|
|||||||
|
|
||||||
BulletTeamId int32
|
BulletTeamId int32
|
||||||
ChCollisionTeamId int32 // not the same as "BulletTeamId", because even in the same team, we should allow inter-character collisions
|
ChCollisionTeamId int32 // not the same as "BulletTeamId", because even in the same team, we should allow inter-character collisions
|
||||||
|
|
||||||
|
RevivalVirtualGridX int32
|
||||||
|
RevivalVirtualGridY int32
|
||||||
}
|
}
|
||||||
|
|
||||||
type InputFrameDecoded struct {
|
type InputFrameDecoded struct {
|
||||||
|
@ -42,34 +42,36 @@ func NewBarrierJs(boundary *Polygon2D) *js.Object {
|
|||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, framesToRecover, framesInChState, activeSkillId, activeSkillHit, framesInvinsible, speed, battleState, characterState, joinIndex, hp, maxHp, colliderRadius int32, inAir, onWall bool, onWallNormX, onWallNormY int32, capturedByInertia bool, bulletTeamId, chCollisionTeamId int32) *js.Object {
|
func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, framesToRecover, framesInChState, activeSkillId, activeSkillHit, framesInvinsible, speed, battleState, characterState, joinIndex, hp, maxHp, colliderRadius int32, inAir, onWall bool, onWallNormX, onWallNormY int32, capturedByInertia bool, bulletTeamId, chCollisionTeamId int32, revivalVirtualGridX, revivalVirtualGridY int32) *js.Object {
|
||||||
return js.MakeWrapper(&PlayerDownsync{
|
return js.MakeWrapper(&PlayerDownsync{
|
||||||
Id: id,
|
Id: id,
|
||||||
VirtualGridX: virtualGridX,
|
VirtualGridX: virtualGridX,
|
||||||
VirtualGridY: virtualGridY,
|
VirtualGridY: virtualGridY,
|
||||||
DirX: dirX,
|
DirX: dirX,
|
||||||
DirY: dirY,
|
DirY: dirY,
|
||||||
VelX: velX,
|
VelX: velX,
|
||||||
VelY: velY,
|
VelY: velY,
|
||||||
FramesToRecover: framesToRecover,
|
FramesToRecover: framesToRecover,
|
||||||
FramesInChState: framesInChState,
|
FramesInChState: framesInChState,
|
||||||
ActiveSkillId: activeSkillId,
|
ActiveSkillId: activeSkillId,
|
||||||
ActiveSkillHit: activeSkillHit,
|
ActiveSkillHit: activeSkillHit,
|
||||||
FramesInvinsible: framesInvinsible,
|
FramesInvinsible: framesInvinsible,
|
||||||
Speed: speed,
|
Speed: speed,
|
||||||
BattleState: battleState,
|
BattleState: battleState,
|
||||||
CharacterState: characterState,
|
CharacterState: characterState,
|
||||||
JoinIndex: joinIndex,
|
JoinIndex: joinIndex,
|
||||||
Hp: hp,
|
Hp: hp,
|
||||||
MaxHp: maxHp,
|
MaxHp: maxHp,
|
||||||
ColliderRadius: colliderRadius,
|
ColliderRadius: colliderRadius,
|
||||||
InAir: inAir,
|
InAir: inAir,
|
||||||
OnWall: onWall,
|
OnWall: onWall,
|
||||||
OnWallNormX: onWallNormX,
|
OnWallNormX: onWallNormX,
|
||||||
OnWallNormY: onWallNormY,
|
OnWallNormY: onWallNormY,
|
||||||
CapturedByInertia: capturedByInertia,
|
CapturedByInertia: capturedByInertia,
|
||||||
BulletTeamId: bulletTeamId,
|
BulletTeamId: bulletTeamId,
|
||||||
ChCollisionTeamId: chCollisionTeamId,
|
ChCollisionTeamId: chCollisionTeamId,
|
||||||
|
RevivalVirtualGridX: revivalVirtualGridX,
|
||||||
|
RevivalVirtualGridY: revivalVirtualGridY,
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user