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周围有其他实体游泳消耗异常修复
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@@ -119,6 +119,9 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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player.Rot.X = float64(motionInfo.Rot.X)
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player.Rot.X = float64(motionInfo.Rot.X)
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player.Rot.Y = float64(motionInfo.Rot.Y)
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player.Rot.Y = float64(motionInfo.Rot.Y)
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player.Rot.Z = float64(motionInfo.Rot.Z)
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player.Rot.Z = float64(motionInfo.Rot.Z)
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// 处理耐力消耗
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g.ImmediateStamina(player, motionInfo.State)
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} else {
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} else {
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// 非玩家实体在移动 更新场景实体的位置信息
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// 非玩家实体在移动 更新场景实体的位置信息
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sceneEntity.pos = &model.Vector{
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sceneEntity.pos = &model.Vector{
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@@ -136,9 +139,6 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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sceneEntity.lastMoveSceneTimeMs = entityMoveInfo.SceneTime
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sceneEntity.lastMoveSceneTimeMs = entityMoveInfo.SceneTime
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sceneEntity.lastMoveReliableSeq = entityMoveInfo.ReliableSeq
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sceneEntity.lastMoveReliableSeq = entityMoveInfo.ReliableSeq
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// 处理耐力消耗
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g.ImmediateStamina(player, motionInfo.State)
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player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
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player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
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case proto.CombatTypeArgument_COMBAT_TYPE_ARGUMENT_ANIMATOR_STATE_CHANGED:
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case proto.CombatTypeArgument_COMBAT_TYPE_ARGUMENT_ANIMATOR_STATE_CHANGED:
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evtAnimatorStateChangedInfo := new(proto.EvtAnimatorStateChangedInfo)
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evtAnimatorStateChangedInfo := new(proto.EvtAnimatorStateChangedInfo)
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