|  |  |  | 
|---|
|  |  |  |  | 
|---|
|  |  |  | # 当前状态处理 | 
|---|
|  |  |  | if curState == ShareDefine.Def_PetState_Fight: | 
|---|
|  |  |  | curPet = curPlayer.GetPetMgr().GetFightPet() | 
|---|
|  |  |  | if curPet: | 
|---|
|  |  |  | #已是出战状态, C++召唤坐标和人重叠 | 
|---|
|  |  |  | resultPos = GameMap.GetEmptyPlaceInArea(curPlayer.GetPosX(), curPlayer.GetPosY(), ChConfig.Def_SummonAppearDist) | 
|---|
|  |  |  | curPet.ResetPos(resultPos.GetPosX(), resultPos.GetPosY()) | 
|---|
|  |  |  | PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPet) | 
|---|
|  |  |  | PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveBuff(curPet) | 
|---|
|  |  |  | return | 
|---|
|  |  |  | #PetControl.ReCallFightPet(curPlayer) | 
|---|
|  |  |  | #        curPet = curPlayer.GetPetMgr().GetFightPet() | 
|---|
|  |  |  | #        if curPet: | 
|---|
|  |  |  | #            #已是出战状态, C++召唤坐标和人重叠 | 
|---|
|  |  |  | #            resultPos = GameMap.GetEmptyPlaceInArea(curPlayer.GetPosX(), curPlayer.GetPosY(), ChConfig.Def_SummonAppearDist) | 
|---|
|  |  |  | #            curPet.ResetPos(resultPos.GetPosX(), resultPos.GetPosY()) | 
|---|
|  |  |  | #            PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPet) | 
|---|
|  |  |  | #            PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveBuff(curPet) | 
|---|
|  |  |  | #        return | 
|---|
|  |  |  | #18/10/15 因为某种未知原因宠物物品的状态是出战(实际场景中未出战),导致该宠物无法出战,故再次发包出战时,此处不拦! | 
|---|
|  |  |  | PetControl.ReCallFightPet(curPlayer) | 
|---|
|  |  |  |  | 
|---|
|  |  |  | else: | 
|---|
|  |  |  | pass | 
|---|