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add all weapon & skin on init and fix CallGS
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@@ -44,7 +44,18 @@ public class PlayerInstance(PlayerGameData data)
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var t = Task.Run(async () =>
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{
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await InitialPlayerManager();
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foreach (var card in GameData.CardData.Values) await CharacterManager.AddCharacter((ItemTypeEnum)card.Genre, card.Detail, card.Particular, card.Level);
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foreach (var skinCard in GameData.CardSkinData.Values)
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{
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await InventoryManager.AddSkinItem((ItemTypeEnum)skinCard.Genre, skinCard.Detail, skinCard.Particular, skinCard.Level);
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}
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foreach (var weapon in GameData.WeaponData.Values)
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{
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await InventoryManager.AddWeaponItem((ItemTypeEnum)weapon.Genre, weapon.Detail, weapon.Particular, weapon.Level);
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}
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foreach (var card in GameData.CardData.Values)
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{
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await CharacterManager.AddCharacter((ItemTypeEnum)card.Genre, card.Detail, card.Particular, card.Level);
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}
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var bootstrapAttrs = BuildLobbyBootstrapAttrs();
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var existingAttrs = Data.Attrs
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@@ -156,8 +167,8 @@ public class PlayerInstance(PlayerGameData data)
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},
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};
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//foreach(var weapon in InventoryManager.InventoryData.Weapons.Values) proto.Items.Add(weapon.ToProto());
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//foreach (var skin in InventoryManager.InventoryData.Skins.Values) proto.Items.Add(skin.ToProto());
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foreach (var weapon in InventoryManager.InventoryData.Weapons.Values) proto.Items.Add(weapon.ToProto());
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foreach (var skin in InventoryManager.InventoryData.Skins.Values) proto.Items.Add(skin.ToProto());
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foreach (var chara in CharacterManager.CharacterData.Characters) proto.Items.Add(chara.ToProto());
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foreach (var x in Data.Attrs)
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@@ -229,7 +240,7 @@ public class PlayerInstance(PlayerGameData data)
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// Launch.GPASSID = 22 stores pass counts. ChapterLevel.GID = 21 stores star flags.
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// Completing the prologue/early chapter range prevents function conditions from
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// treating the account as a fresh tutorial player.
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for (uint levelId = 10_000; levelId <= 11_007; levelId++)
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for (uint levelId = 10_000; levelId <= 10_160; levelId++)
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{
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yield return (21, levelId, 7);
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yield return (22, levelId, 1);
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