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192 lines
8.1 KiB
GDScript
192 lines
8.1 KiB
GDScript
@tool
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extends Node3D
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func get_resource_name(resource:Resource) -> String:return resource.resource_path.get_file().trim_suffix('.tres') #todo 性能
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func snap_vector3(value:Vector3) -> Vector3:return Vector3(snap_float(value.x),snap_float(value.y),snap_float(value.z))
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func snap_float(value:float) -> float:return floor(value/Setting.pixel_size) * Setting.pixel_size
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func grid_vector3(value:Vector3) -> Vector3:return Vector3(grid_float(value.x),grid_float(value.y),grid_float(value.z))
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func grid_vector2(value:Vector2) -> Vector2:return Vector2(grid_float(value.x),grid_float(value.y))
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func grid_float(value:float) -> float:return Setting.pixel_size * Setting.grid_pixel_size * value
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func vector_reduce(vector:Vector2,reduce:float) -> Vector2:
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var len = vector.length()
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if len == 0:
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return vector
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var new_len = max(len - reduce,0)
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var scale_rate = new_len / len
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return vector * scale_rate
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func raycast_wall(from:Vector3,to:Vector3) -> bool:
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var space_state = get_world_3d().direct_space_state
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var query = PhysicsRayQueryParameters3D.create(from,to,1)
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var result = space_state.intersect_ray(query)
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return result.size()>0
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func attack_detection(pos:Vector3,target_pos:Vector3,target_radius:float,target_height:float,attack_dir:Vector2,attack_height:float,attack_size:Vector2,attack_radius:float) -> bool:
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# 检查Y
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var attack_y_min = pos.y
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var attack_y_max = pos.y + attack_height
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var target_y_min = target_pos.y
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var target_y_max = target_pos.y + target_height
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if attack_y_min > target_y_max || attack_y_max < target_y_min:
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return false
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# 保底距离
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if pos.distance_to(target_pos) < 0.01:
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return true
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# 2d距离
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var dist_2d = Vector2(pos.x,pos.z).distance_to(Vector2(target_pos.x,target_pos.z))
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# 如果是圆形
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if attack_radius:
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return dist_2d <= attack_radius + target_radius
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# 旋转target
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var angle = attack_dir.angle_to(Vector2.RIGHT)
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target_pos = target_pos - pos
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target_pos = target_pos.rotated(Vector3.UP,angle)
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var dist_x = abs(target_pos.x) - attack_size.x
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var dist_y = abs(target_pos.z) - attack_size.y
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if dist_x <= target_radius && dist_y <= target_radius:
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if (dist_x <= 0 || dist_y <= 0):
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return true
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var dist_squared = pow(dist_x, 2) + pow(dist_y, 2)
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return dist_squared <= pow(target_radius, 2)
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return false
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func refresh_animation_lib():
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var animation_library_path = "res://resource/skill_animation_library/animation_library.tres"
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var animation_library = load(animation_library_path)
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var dir_path = "res://resource/skill_animation"
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var dir = DirAccess.open(dir_path)
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for file in dir.get_files():
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var path = dir_path + "/" + file
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var res = load(path)
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if res is Animation:
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var animation = res as Animation
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var animation_name = Util.get_resource_name(animation)
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print("refresh_animation_lib: ",animation_name)
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animation_library.add_animation(animation_name,animation)
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animation_library.animation_added.emit(animation_name)
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ResourceSaver.save(animation_library,animation_library_path)
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func refresh_mesh_library(path_list:Array):
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var default_shape_full = [load("res://resource/mesh_library/default_shape_full.tres") as Shape3D,Transform3D.IDENTITY]
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var default_shape_half = [load("res://resource/mesh_library/default_shape_half.tres") as Shape3D,Transform3D.IDENTITY]
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var mesh_library = load("res://resource/mesh_library/mesh_library.tres") as MeshLibrary
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for file_name_full in path_list:
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var mesh_name = file_name_full.get_file().split('-')[0].trim_suffix('.vox')
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print(mesh_name)
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var mesh = load(file_name_full) as Mesh
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var mesh_id = mesh_library.find_item_by_name(mesh_name)
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if mesh_id == -1:
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mesh_id = mesh_library.get_last_unused_item_id()
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mesh_library.create_item(mesh_id)
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mesh_library.set_item_name(mesh_id,mesh_name)
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mesh_library.set_item_mesh(mesh_id,mesh)
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if mesh_name.begins_with("f_"):
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mesh_library.set_item_shapes(mesh_id,default_shape_full)
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elif mesh_name.begins_with("h_"):
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mesh_library.set_item_shapes(mesh_id,default_shape_half)
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elif mesh_name.begins_with("s_"):
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var new_shape = [mesh.create_convex_shape(),Transform3D.IDENTITY]
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mesh_library.set_item_shapes(mesh_id,new_shape)
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var ids = mesh_library.get_item_list()
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var meshes = []
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for id in ids:
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meshes.append(mesh_library.get_item_mesh(id))
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var previews = EditorInterface.make_mesh_previews(meshes, 64)
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for i in range(len(ids)):
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mesh_library.set_item_preview(ids[i],previews[i])
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ResourceSaver.save(mesh_library)
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func refresh_all_animation_by_sprite_frames(sprite_frames:SpriteFrames):
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var dir_path = "res://resource/skill_animation"
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var dir = DirAccess.open(dir_path)
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var sprite_frames_name = sprite_frames.resource_path.get_file().split('-')[0]
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for file in dir.get_files():
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var path = dir_path + "/" + file
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var res = load(path)
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if not res is Animation:
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continue
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var animation = res as Animation
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var sprite_frames_track = animation.find_track(NodePath("View:sprite_frames"),Animation.TYPE_VALUE)
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if sprite_frames_track < 0:
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continue
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var sprite_frames_track_key_count = animation.track_get_key_count(sprite_frames_track)
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if sprite_frames_track_key_count == 0:
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continue
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var sprite_frames_value = animation.track_get_key_value(sprite_frames_track,0) as SpriteFrames
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var target_sprite_frames_name = sprite_frames_value.resource_path.get_file().split('-')[0]
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if sprite_frames_name != target_sprite_frames_name:
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continue
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var animation_track = animation.find_track(NodePath("View:animation"),Animation.TYPE_VALUE)
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if animation_track < 0:
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continue
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var animation_track_key_count = animation.track_get_key_count(animation_track)
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if animation_track_key_count == 0:
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continue
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var animation_value = animation.track_get_key_value(animation_track,0) as String
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refresh_animation_by_sprite_frames(path,sprite_frames,animation_value,animation)
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Util.refresh_animation_lib()
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func refresh_animation_by_sprite_frames(animation_path:String,sprite_frames:SpriteFrames,animation_name:String,animation:Animation):
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if not sprite_frames.has_animation(animation_name):
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print("动画不存在: ",animation_name)
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return
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var track_sprite_frames = animation.find_track(NodePath("View:sprite_frames"),Animation.TYPE_VALUE)
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if track_sprite_frames < 0:
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track_sprite_frames = animation.add_track(Animation.TYPE_VALUE)
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animation.track_set_path(track_sprite_frames,"View:sprite_frames")
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animation.track_insert_key(track_sprite_frames,0,sprite_frames)
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var track_animation = animation.find_track(NodePath("View:animation"),Animation.TYPE_VALUE)
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if track_animation < 0:
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track_animation = animation.add_track(Animation.TYPE_VALUE)
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animation.track_set_path(track_animation,"View:animation")
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animation.track_insert_key(track_animation,0,animation_name)
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var track_frame = animation.find_track(NodePath("View:frame"),Animation.TYPE_VALUE)
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if track_frame >= 0:
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animation.remove_track(track_frame)
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track_frame = animation.add_track(Animation.TYPE_VALUE)
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animation.track_set_path(track_frame,"View:frame")
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var animation_speed = Setting.animation_frame_rate
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var animation_frame_count = sprite_frames.get_frame_count(animation_name)
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animation.length = animation_speed*animation_frame_count
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for i in range(0,animation_frame_count):
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var time = i * animation_speed
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animation.track_insert_key(track_frame,time,i)
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animation.value_track_set_update_mode(track_sprite_frames,Animation.UPDATE_DISCRETE)
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animation.value_track_set_update_mode(track_animation,Animation.UPDATE_DISCRETE)
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animation.value_track_set_update_mode(track_frame,Animation.UPDATE_DISCRETE)
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print("refresh_animation: ",animation_name ,"(",animation_frame_count, " frames)")
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ResourceSaver.save(animation,animation_path)
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func get_all_skill_player_weapon():
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var ret = []
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var dir_path = "res://config/skill_player_weapon"
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var dir = DirAccess.open(dir_path)
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for file in dir.get_files():
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var path = dir_path + "/" + file
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var res = load(path)
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if res is SkillPlayerCfg:
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ret.append(res)
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return ret
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func get_skill_player_weapon_by_weapon(weapon:WeaponCfg):
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var ret = []
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var dir_path = "res://config/skill_player_weapon"
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var dir = DirAccess.open(dir_path)
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for file in dir.get_files():
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var path = dir_path + "/" + file
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var res = load(path)
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if res is SkillPlayerCfg:
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if res.weapon == weapon:
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ret.append(res)
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return ret
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