删除getEntityAllEffects接口
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@@ -360,8 +360,6 @@ const GMLIB_API = {
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getEntityEffectAmbient: ll.import("GMLIB_API", "getEntityEffectAmbient"),
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getEntityEffectAmbient: ll.import("GMLIB_API", "getEntityEffectAmbient"),
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/** 实体是否拥有buff效果 @type {function(Player,number):boolean} */
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/** 实体是否拥有buff效果 @type {function(Player,number):boolean} */
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entityHasEffect: ll.import("GMLIB_API", "entityHasEffect"),
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entityHasEffect: ll.import("GMLIB_API", "entityHasEffect"),
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/** 获取实体所有buff效果 @type {function(Entity):Array.<number>} */
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getEntityAllEffects: ll.import("GMLIB_API", "getEntityAllEffects"),
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/** 获取游戏难度 @type {function():number} */
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/** 获取游戏难度 @type {function():number} */
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getGameDifficulty: ll.import("GMLIB_API", "getGameDifficulty"),
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getGameDifficulty: ll.import("GMLIB_API", "getGameDifficulty"),
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/** 设置游戏难度 @type {function(difficulty):void} */
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/** 设置游戏难度 @type {function(difficulty):void} */
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@@ -936,14 +936,6 @@ void Export_Compatibility_API() {
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RemoteCall::exportAs("GMLIB_API", "entityHasEffect", [](Actor* entity, int effectId) -> int {
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RemoteCall::exportAs("GMLIB_API", "entityHasEffect", [](Actor* entity, int effectId) -> int {
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return entity->hasEffect(*MobEffect::getById(effectId));
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return entity->hasEffect(*MobEffect::getById(effectId));
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});
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});
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RemoteCall::exportAs("GMLIB_API", "getEntityAllEffects", [](Actor* entity) -> std::vector<int> {
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auto effects = entity->getAllEffects();
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std::vector<int> results = {};
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for (auto effect : effects) {
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results.push_back((int)effect.mId);
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}
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return results;
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});
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RemoteCall::exportAs("GMLIB_API", "getGameDifficulty", []() -> int {
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RemoteCall::exportAs("GMLIB_API", "getGameDifficulty", []() -> int {
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if (auto level = ll::service::getLevel()) {
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if (auto level = ll::service::getLevel()) {
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return (int)level->getDifficulty();
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return (int)level->getDifficulty();
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