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