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| | | // A5 25 公会攻防战信息 #tagSCFamilyAtkDefBatInfo
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| | | struct tagSCFamilyAtkDefBatMem
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| | | {
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| | | DWORD PlayerID;
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| | | BYTE NameLen;
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| | | char Name[NameLen]; //size = NameLen
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| | | WORD LV; //等级
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| | | BYTE Job; //ְҵ
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| | | BYTE RealmLV; //境界
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| | | DWORD Face; //基本脸型
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| | | DWORD FacePic; //头像框
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| | | DWORD ModelMark; //变形模型mark
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| | | DWORD EquipShowSwitch; //其他外观信息
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| | | DWORD TitleID; //称号
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| | | DWORD FightPower; //战力,求余亿部分
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| | | DWORD FightPowerEx; //战力,整除亿部分
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| | | DWORD ServerID; //所属区服ID
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| | | BYTE DefType; //防守人员类型,非防守人员时为0
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| | | BYTE PosNum; //防守位置,每种类型位置独立算,都从1开始
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| | | BYTE BatCnt; //已战斗次数
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| | | WORD DWinCnt; //防守胜利次数
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| | | BYTE Star; //累计获得星数
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| | | BYTE KilledState; //被击败记录,按属性百分比索引位判断是否已被击败,剩余星可根据此状态计算出
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| | | BYTE GridNum; //开宝库格子编号,0-未打开,>0对应打开的格子编号
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| | | WORD AwardID; //开宝库格子奖励ID
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| | | };
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| | | struct tagSCFamilyAtkDefBatFamily
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| | | {
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| | | DWORD FamilyID; //非自己的公会ID,就是对手公会ID;为1时代表系统马赛克军团
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| | | char FamilyName[33];
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| | | DWORD ServerID; //公会区服ID
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| | | DWORD EmblemID; //旗帜
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| | | char EmblemWord[3]; //旗号
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| | | BYTE IsDismiss; //是否已解散,解散的公会算输
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| | | WORD TotalStar; //总星数
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| | | BYTE OverState; //胜负结算结果:0-未结算;1-已结算-胜利;2-已结算-失败;3-未结算-提前胜利;4-未结算-提前失败
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| | | BYTE BatMemCount;
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| | | tagSCFamilyAtkDefBatMem BatMemList[BatMemCount]; // 参与成员列表,非列表中成员无法备战、进攻、防守
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| | | };
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| | | struct tagSCFamilyAtkDefBatInfo
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| | | {
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| | | tagHead Head;
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| | | BYTE BatState; //0-无;1-休战期;2-备战期;3-激战期
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| | | BYTE FamilyCount;
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| | | tagSCFamilyAtkDefBatFamily BatFamilyList[FamilyCount];
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| | | DWORD DelMemID; //删除参战成员ID,可能是己方或者对方的成员,参赛成员退出时该值不为0,收到同步时前端同步删除该参赛成员
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| | | };
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