// C0 28 ÏÉÃ˹¥³ÇÕ½³Ç³Ø³¡¾°ÐÅÏ¢ #tagGCFamilyGCZBatSceneInfo
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struct tagGCFamilyGCZBatScenePlayer
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{
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DWORD PlayerID;
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char Name[33];
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BYTE Job;
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DWORD Face;
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DWORD FacePic;
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};
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struct tagGCFamilyGCZBatSceneHurt
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{
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DWORD CityID; //±»¹¥»÷µÄ³Ç³ØID
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DWORD HurtValue; //É˺¦Æ®Ñª£¬ÇóÓàÒÚ²¿·Ö
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DWORD HurtValueEx; //É˺¦Æ®Ñª£¬Õû³ýÒÚ²¿·Ö
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};
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struct tagGCFamilyGCZBatSceneCity
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{
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DWORD CityID; //³Ç³ØID
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BYTE CityLV; //³Ç³ØµÈ¼¶
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DWORD FamilyID; //ËùÊôÏÉÃËID£¬¿ÉÄÜΪ0
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BYTE Rank; //µ±Ç°Ãû´Î£¬´Ó1¿ªÊ¼
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DWORD HP; //Ê£ÓàÉúÃü£¬ÇóÓàÒÚ²¿·Ö£¬Ê£ÓàÉúÃüΪ0ʱ´ú±í±»´Ý»Ù
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DWORD HPEx; //Ê£ÓàÉúÃü£¬Õû³ýÒÚ²¿·Ö
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DWORD HPMax; //×î´óÉúÃü£¬ÇóÓàÒÚ²¿·Ö
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DWORD HPMaxEx; //×î´óÉúÃü£¬Õû³ýÒÚ²¿·Ö
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DWORD LastAtkedTime; //×îºóÒ»´Î±»¹¥»÷ʱ¼ä´Á£¬¿ÉÄÜΪ0
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};
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struct tagGCFamilyGCZBatSceneInfo
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{
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tagHead Head;
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BYTE BatType; // Õ½³¡ÀàÐÍ 1-³õ¼¶£»2-Öм¶£»3-¸ß¼¶£»
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BYTE GroupNum; // ·Ö×é±àºÅ£¬´Ó1¿ªÊ¼£¬¶ÔÓ¦A
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DWORD TopFamilyID; // É˺¦µÚÒ»ÏÉÃËID
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DWORD TopLeaderID; // É˺¦µÚÒ»ÃËÖ÷ID
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DWORD TopPlayerID; // É˺¦µÚÒ»Íæ¼ÒID
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DWORD TopPlayerFamilyID; // É˺¦µÚÒ»Íæ¼ÒÏÉÃËID
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DWORD AtkPlayerID; // ·¢Æð¹¥»÷µÄÍæ¼Ò£¬¿ÉÄÜΪ0£¬½ö¼¼Äܹ¥»÷ʱ֪ͨ£¬ÆÕ¹¥Ê±½ö֪ͨѪÁ¿µÈÐÅÏ¢
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BYTE AtkType; // ¹¥»÷ÀàÐÍ£¬Óз¢Æð¹¥»÷µÄÍæ¼ÒʱÓÐЧ
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BYTE KillCnt; // ±¾´Î¹¥»÷Àۼƻ÷ɱÊý£¬Óз¢Æð¹¥»÷µÄÍæ¼ÒʱÓÐЧ
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BYTE HurtCnt;
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tagGCFamilyGCZBatSceneHurt HurtList[HurtCnt]; //±¾´Î¹¥»÷ÉËѪÐÅÏ¢£¬Óз¢Æð¹¥»÷µÄÍæ¼ÒʱÓÐЧ
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BYTE CityCnt;
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tagGCFamilyGCZBatSceneCity CityList[CityCnt]; // ³Ç³ØÐÅÏ¢£¬½ö֪ͨ±ä»¯µÄ³Ç³Ø
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BYTE PlayerCnt;
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tagGCFamilyGCZBatScenePlayer PlayerInfoList[PlayerCnt]; // ³¡¾°Õ¹Ê¾ËùÐèÒªÓõ½µÄÍæ¼ÒÐÅÏ¢£¬ÈçµÚÒ»Íæ¼Ò¡¢Ê¹Óü¼ÄÜÍæ¼Ò
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};
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