ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
@@ -532,7 +532,7 @@
    
    if tick - curPlayer.GetPlayerActionTick() < curPlayer.GetPrepareTime():
        #时间间隔没有到
        if prepareState == IPY_GameWorld.pstCollecting:
        if prepareState in [IPY_GameWorld.pstCollecting, IPY_GameWorld.pstMissionCollecting]:
            FBLogic.OnCollecting(curPlayer, tick)
        
        return
@@ -571,16 +571,6 @@
        mapID = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TransMapId)
        posX = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TransPosX)
        posY = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TransPosY)
        #执行逻辑,应该在入口设置好消耗,这边只是扣除
        #=======================================================================
        # isFreedomTransBuff = SkillCommon.GetPlayerBuffBySkillTypeID(curPlayer, ShareDefine.Def_FreedomTransBuffID)
        # if transportType == ChConfig.Def_Transport_Type_BigMap or not isFreedomTransBuff:
        #    isAutoBuy = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TransAutoBuyItem)
        #    #传送支付处理
        #    if not ChPlayer.PayForTransport(curPlayer, transportType, isAutoBuy):
        #        return
        #=======================================================================
        
        if not TransCostAfterPrepare(curPlayer):
            return
@@ -637,7 +627,7 @@
    if not result:
        return
    
    FBLogic.OnCollectOK(curPlayer, tick)
    FBLogic.OnCollectOK(curPlayer, curNPC.GetNPCID(), tick)
    return
#---------------------------------------------------------------------