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fix: 使用bullet.getDamage()替代直接访问damage属性
修复子弹伤害计算问题,通过调用getDamage()方法替代直接访问damage属性,确保伤害计算的一致性
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@@ -235,7 +235,7 @@ func takeDamage(baseDamage: float, crit: bool = false, perfectMiss: bool = false
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func bulletHit(bullet: BulletBase, crit: bool):
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func bulletHit(bullet: BulletBase, crit: bool):
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# 当受伤时
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# 当受伤时
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hurtAnimator.play("hurt")
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hurtAnimator.play("hurt")
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var baseDamage: float = bullet.damage * bullet.launcher.fields.get(FieldStore.Entity.DAMAGE_MULTIPILER) * randf_range(1 - GameRule.damageOffset, 1 + GameRule.damageOffset)
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var baseDamage: float = bullet.getDamage() * bullet.launcher.fields.get(FieldStore.Entity.DAMAGE_MULTIPILER) * randf_range(1 - GameRule.damageOffset, 1 + GameRule.damageOffset)
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var damage = baseDamage + baseDamage * int(crit) * fields.get(FieldStore.Entity.CRIT_DAMAGE)
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var damage = baseDamage + baseDamage * int(crit) * fields.get(FieldStore.Entity.CRIT_DAMAGE)
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var perfectMiss = false
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var perfectMiss = false
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if sprinting:
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if sprinting:
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