mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 16:12:25 +08:00
圣遗物装备卸下修复
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@@ -69,7 +69,10 @@ func (g *GameManager) TakeoffEquipReq(player *model.Player, payloadMsg pb.Messag
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// 卸下圣遗物
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player.TakeOffReliquary(avatar.AvatarId, reliquary.ReliquaryId)
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// 更新玩家装备
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotifyByReliquary(avatar, reliquary)
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avatarEquipChangeNotify := &proto.AvatarEquipChangeNotify{
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AvatarGuid: avatar.Guid,
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EquipType: req.Slot,
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}
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g.SendMsg(cmd.AvatarEquipChangeNotify, player.PlayerID, player.ClientSeq, avatarEquipChangeNotify)
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takeoffEquipRsp := &proto.TakeoffEquipRsp{
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@@ -125,9 +128,16 @@ func (g *GameManager) WearUserAvatarReliquary(userId uint32, avatarId uint32, re
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logger.Error("player is nil, uid: %v", userId)
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return
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}
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avatar := player.AvatarMap[avatarId]
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reliquary := player.ReliquaryMap[reliquaryId]
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avatar, ok := player.AvatarMap[avatarId]
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if !ok {
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logger.Error("avatar error, avatarId: %v", avatarId)
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return
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}
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reliquary, ok := player.ReliquaryMap[reliquaryId]
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if !ok {
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logger.Error("reliquary error, reliquaryId: %v", reliquaryId)
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return
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}
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// 获取圣遗物配置表
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reliquaryConfig := gdconf.GetItemDataById(int32(reliquary.ItemId))
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if reliquaryConfig == nil {
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@@ -135,30 +145,35 @@ func (g *GameManager) WearUserAvatarReliquary(userId uint32, avatarId uint32, re
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return
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}
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// 角色已装备的圣遗物
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avatarCurReliquary := avatar.EquipReliquaryMap[uint8(reliquaryConfig.ReliquaryType)]
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avatarCurReliquary, ok := avatar.EquipReliquaryMap[uint8(reliquaryConfig.ReliquaryType)]
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if ok {
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if reliquary.AvatarId != 0 {
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// 圣遗物在别的角色身上
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targetReliquaryAvatar, ok := player.AvatarMap[reliquary.AvatarId]
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if !ok {
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logger.Error("avatar error, avatarId: %v", reliquary.AvatarId)
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return
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}
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// 卸下角色已装备的圣遗物
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player.TakeOffReliquary(avatarId, avatarCurReliquary.ReliquaryId)
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if reliquary.AvatarId != 0 {
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// 圣遗物在别的角色身上
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weakAvatarId := reliquary.AvatarId
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weakReliquaryId := reliquaryId
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strongAvatarId := avatarId
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strongReliquaryId := avatarCurReliquary.ReliquaryId
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player.TakeOffReliquary(weakAvatarId, weakReliquaryId)
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player.TakeOffReliquary(strongAvatarId, strongReliquaryId)
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player.WearReliquary(weakAvatarId, strongReliquaryId)
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player.WearReliquary(strongAvatarId, weakReliquaryId)
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// 将目标圣遗物的角色卸下圣遗物
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player.TakeOffReliquary(targetReliquaryAvatar.AvatarId, reliquary.ReliquaryId)
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// 将目标圣遗物的角色装备当前角色曾装备的圣遗物
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player.WearReliquary(targetReliquaryAvatar.AvatarId, avatarCurReliquary.ReliquaryId)
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weakAvatar := player.AvatarMap[weakAvatarId]
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weakReliquary := weakAvatar.EquipReliquaryMap[uint8(reliquaryConfig.ReliquaryType)]
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotifyByReliquary(weakAvatar, weakReliquary)
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g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
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} else if avatarCurReliquary != nil {
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// 角色当前有圣遗物
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player.TakeOffReliquary(avatarId, avatarCurReliquary.ReliquaryId)
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player.WearReliquary(avatarId, reliquaryId)
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// 更新目标圣遗物角色的装备
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotifyByReliquary(targetReliquaryAvatar, avatarCurReliquary)
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g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
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} else {
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// 角色当前有圣遗物则卸下
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player.TakeOffReliquary(avatarId, avatarCurReliquary.ReliquaryId)
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}
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}
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// 角色装备圣遗物
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player.WearReliquary(avatarId, reliquaryId)
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// 更新角色装备
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotifyByReliquary(avatar, reliquary)
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g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
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}
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@@ -170,53 +185,63 @@ func (g *GameManager) WearUserAvatarWeapon(userId uint32, avatarId uint32, weapo
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logger.Error("player is nil, uid: %v", userId)
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return
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}
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avatar := player.AvatarMap[avatarId]
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weapon := player.WeaponMap[weaponId]
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avatar, ok := player.AvatarMap[avatarId]
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if !ok {
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logger.Error("avatar error, avatarId: %v", avatarId)
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return
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}
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weapon, ok := player.WeaponMap[weaponId]
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if !ok {
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logger.Error("weapon error, weaponId: %v", weaponId)
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return
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}
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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if world == nil {
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logger.Error("world is nil, worldId: %v", player.WorldId)
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return
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}
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// 角色已装备的武器
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avatarCurWeapon := avatar.EquipWeapon
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if avatarCurWeapon != nil {
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if weapon.AvatarId != 0 {
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// 武器在别的角色身上
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targetWeaponAvatar, ok := player.AvatarMap[weapon.AvatarId]
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if !ok {
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logger.Error("avatar error, avatarId: %v", weapon.AvatarId)
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return
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}
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// 卸下角色已装备的武器
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player.TakeOffWeapon(avatarId, avatarCurWeapon.WeaponId)
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if weapon.AvatarId != 0 {
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// 武器在别的角色身上
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weakAvatarId := weapon.AvatarId
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weakWeaponId := weaponId
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strongAvatarId := avatarId
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strongWeaponId := avatar.EquipWeapon.WeaponId
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player.TakeOffWeapon(weakAvatarId, weakWeaponId)
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player.TakeOffWeapon(strongAvatarId, strongWeaponId)
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player.WearWeapon(weakAvatarId, strongWeaponId)
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player.WearWeapon(strongAvatarId, weakWeaponId)
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// 将目标武器的角色卸下武器
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player.TakeOffWeapon(targetWeaponAvatar.AvatarId, weapon.WeaponId)
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// 将目标武器的角色装备当前角色曾装备的武器
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player.WearWeapon(targetWeaponAvatar.AvatarId, avatarCurWeapon.WeaponId)
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weakAvatar := player.AvatarMap[weakAvatarId]
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weakWeapon := weakAvatar.EquipWeapon
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weakWorldAvatar := world.GetPlayerWorldAvatar(player, weakAvatarId)
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if weakWorldAvatar != nil {
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weakWorldAvatar.SetWeaponEntityId(scene.CreateEntityWeapon())
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotifyByWeapon(weakAvatar, weakWeapon, weakWorldAvatar.GetWeaponEntityId())
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// 更新目标武器角色的装备
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weaponEntityId := uint32(0)
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worldAvatar := world.GetPlayerWorldAvatar(player, targetWeaponAvatar.AvatarId)
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if worldAvatar != nil {
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weaponEntityId = worldAvatar.GetWeaponEntityId()
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}
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotifyByWeapon(targetWeaponAvatar, avatarCurWeapon, weaponEntityId)
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g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
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} else {
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotifyByWeapon(weakAvatar, weakWeapon, 0)
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g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
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// 角色当前有武器则卸下
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player.TakeOffWeapon(avatarId, avatarCurWeapon.WeaponId)
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}
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} else if avatar.EquipWeapon != nil {
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// 角色当前有武器
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player.TakeOffWeapon(avatarId, avatar.EquipWeapon.WeaponId)
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player.WearWeapon(avatarId, weaponId)
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} else {
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// 是新角色还没有武器
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player.WearWeapon(avatarId, weaponId)
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}
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// 角色装备武器
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player.WearWeapon(avatarId, weaponId)
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// 更新角色装备
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weaponEntityId := uint32(0)
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worldAvatar := world.GetPlayerWorldAvatar(player, avatarId)
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if worldAvatar != nil {
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worldAvatar.SetWeaponEntityId(scene.CreateEntityWeapon())
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotifyByWeapon(avatar, weapon, worldAvatar.GetWeaponEntityId())
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g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
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} else {
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotifyByWeapon(avatar, weapon, 0)
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g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
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weaponEntityId = worldAvatar.GetWeaponEntityId()
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}
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotifyByWeapon(avatar, weapon, weaponEntityId)
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g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
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}
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func (g *GameManager) PacketAvatarEquipChangeNotifyByReliquary(avatar *model.Avatar, reliquary *model.Reliquary) *proto.AvatarEquipChangeNotify {
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@@ -48,6 +48,7 @@ func (p *Player) InitAvatar(avatar *Avatar) {
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avatar.Guid = p.GetNextGameObjectGuid()
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p.GameObjectGuidMap[avatar.Guid] = GameObject(avatar)
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avatar.EquipGuidMap = make(map[uint64]uint64)
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avatar.EquipReliquaryMap = make(map[uint8]*Reliquary)
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p.AvatarMap[avatar.AvatarId] = avatar
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return
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}
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