// 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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