249 lines
4.3 KiB
C#
249 lines
4.3 KiB
C#
using _2DGAMELIB;
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namespace SlaveMatrix;
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public class 潮吹_小_獣 : 潮吹_小
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{
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public Par X0Y0_雫;
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public Par X0Y1_雫;
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public Par X0Y2_雫;
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public Par X0Y3_雫;
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public Par X0Y4_雫;
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public Par X0Y5_雫;
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public Par X0Y6_雫;
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public Par X0Y7_雫;
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public Par X0Y8_雫;
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public ColorD 雫CD;
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public ColorP X0Y0_雫CP;
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public ColorP X0Y1_雫CP;
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public ColorP X0Y2_雫CP;
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public ColorP X0Y3_雫CP;
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public ColorP X0Y4_雫CP;
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public ColorP X0Y5_雫CP;
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public ColorP X0Y6_雫CP;
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public ColorP X0Y7_雫CP;
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public ColorP X0Y8_雫CP;
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public override bool 欠損
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{
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get
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{
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return 欠損_;
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}
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set
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{
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欠損_ = value;
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}
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}
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public override bool 筋肉
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{
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get
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{
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return 筋肉_;
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}
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set
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{
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筋肉_ = value;
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}
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}
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public override bool 拘束
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{
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get
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{
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return 拘束_;
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}
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set
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{
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拘束_ = value;
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}
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}
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public bool 雫_表示
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{
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get
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{
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return X0Y0_雫.Dra;
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}
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set
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{
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X0Y0_雫.Dra = value;
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X0Y1_雫.Dra = value;
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X0Y2_雫.Dra = value;
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X0Y3_雫.Dra = value;
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X0Y4_雫.Dra = value;
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X0Y5_雫.Dra = value;
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X0Y6_雫.Dra = value;
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X0Y7_雫.Dra = value;
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X0Y8_雫.Dra = value;
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X0Y0_雫.Hit = value;
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X0Y1_雫.Hit = value;
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X0Y2_雫.Hit = value;
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X0Y3_雫.Hit = value;
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X0Y4_雫.Hit = value;
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X0Y5_雫.Hit = value;
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X0Y6_雫.Hit = value;
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X0Y7_雫.Hit = value;
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X0Y8_雫.Hit = value;
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}
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}
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public override bool 表示
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{
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get
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{
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return 雫_表示;
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}
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set
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{
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雫_表示 = value;
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}
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}
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public override double 濃度
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{
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get
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{
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return 雫CD.不透明度;
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}
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set
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{
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雫CD.不透明度 = value;
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}
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}
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public 潮吹_小_獣(double DisUnit, 配色指定 配色指定, 体配色 体配色, Med Med, 潮吹_小_獣D e)
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{
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ThisType = GetType();
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Dif dif = new Dif(Sta.性器付["四足潮吹"][0]);
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本体 = new Difs();
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本体.Tag = dif.Tag;
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本体.Add(dif);
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Pars pars = 本体[0][0];
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X0Y0_雫 = pars["雫"].ToPar();
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pars = 本体[0][1];
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X0Y1_雫 = pars["雫"].ToPar();
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pars = 本体[0][2];
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X0Y2_雫 = pars["雫"].ToPar();
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pars = 本体[0][3];
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X0Y3_雫 = pars["雫"].ToPar();
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pars = 本体[0][4];
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X0Y4_雫 = pars["雫"].ToPar();
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pars = 本体[0][5];
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X0Y5_雫 = pars["雫"].ToPar();
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pars = 本体[0][6];
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X0Y6_雫 = pars["雫"].ToPar();
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pars = 本体[0][7];
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X0Y7_雫 = pars["雫"].ToPar();
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pars = 本体[0][8];
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X0Y8_雫 = pars["雫"].ToPar();
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本体.SetJoints();
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接続根 = new JointD(本体);
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右 = e.右;
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反転X = e.反転X;
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反転Y = e.反転Y;
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基準C = e.基準C;
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位置C = e.位置C;
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角度B = e.角度B;
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角度C = e.角度C;
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尺度B = e.尺度B;
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尺度C = e.尺度C;
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尺度XB = e.尺度XB;
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尺度XC = e.尺度XC;
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尺度YB = e.尺度YB;
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尺度YC = e.尺度YC;
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肥大 = e.肥大;
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身長 = e.身長;
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Xv = e.Xv;
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Yv = e.Yv;
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Xi = e.Xi;
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Yi = e.Yi;
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サイズ = e.サイズ;
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サイズX = e.サイズX;
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サイズY = e.サイズY;
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雫_表示 = e.雫_表示;
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欠損 = e.欠損;
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筋肉 = e.筋肉;
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拘束 = e.拘束;
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if (!e.表示)
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{
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表示 = false;
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}
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base.配色指定 = 配色指定;
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配色(体配色);
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X0Y0_雫CP = new ColorP(X0Y0_雫, 雫CD, DisUnit, abj: true);
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X0Y1_雫CP = new ColorP(X0Y1_雫, 雫CD, DisUnit, abj: true);
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X0Y2_雫CP = new ColorP(X0Y2_雫, 雫CD, DisUnit, abj: true);
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X0Y3_雫CP = new ColorP(X0Y3_雫, 雫CD, DisUnit, abj: true);
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X0Y4_雫CP = new ColorP(X0Y4_雫, 雫CD, DisUnit, abj: true);
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X0Y5_雫CP = new ColorP(X0Y5_雫, 雫CD, DisUnit, abj: true);
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X0Y6_雫CP = new ColorP(X0Y6_雫, 雫CD, DisUnit, abj: true);
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X0Y7_雫CP = new ColorP(X0Y7_雫, 雫CD, DisUnit, abj: true);
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X0Y8_雫CP = new ColorP(X0Y8_雫, 雫CD, DisUnit, abj: true);
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濃度 = e.濃度;
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}
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public override void 色更新()
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{
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switch (本体.IndexY)
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{
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case 0:
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X0Y0_雫CP.Update();
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break;
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case 1:
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X0Y1_雫CP.Update();
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break;
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case 2:
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X0Y2_雫CP.Update();
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break;
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case 3:
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X0Y3_雫CP.Update();
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break;
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case 4:
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X0Y4_雫CP.Update();
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break;
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case 5:
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X0Y5_雫CP.Update();
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break;
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case 6:
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X0Y6_雫CP.Update();
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break;
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case 7:
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X0Y7_雫CP.Update();
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break;
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default:
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X0Y8_雫CP.Update();
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break;
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}
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}
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private void 配色(体配色 体配色)
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{
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配色N0(体配色);
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}
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private void 配色N0(体配色 体配色)
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{
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雫CD = new ColorD(ref Col.Empty, ref 体配色.体液);
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}
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}
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