slot1 = ys.Battle.BattleEvent slot2 = ys.Battle.BattleFormulas slot3 = ys.Battle.BattleConst slot4 = ys.Battle.BattleConfig slot5 = ys.Battle.BattleDataFunction slot6 = ys.Battle.BattleAttr slot7 = ys.Battle.BattleVariable function ys.Battle.BattleDataProxy.__debug__BlockCldUpdate__(slot0, slot1) slot0:UpdateCountDown(slot1) for slot5, slot6 in pairs(slot0._fleetList) do slot6:UpdateMotion() end for slot5, slot6 in pairs(slot0._unitList) do slot6:Update(slot1) end for slot5, slot6 in pairs(slot0._bulletList) do slot7 = slot6:GetSpeed() if slot0._bulletRightBound < slot6:GetPosition().x and slot7.x > 0 or slot8.z < slot0._bulletLowerBound and slot7.z < 0 then slot0:RemoveBulletUnit(slot6:GetUniqueID()) elseif slot8.x < slot0._bulletLeftBound and slot7.x < 0 and slot6:GetType() ~= uv0.BulletType.BOMB then slot0:RemoveBulletUnit(slot6:GetUniqueID()) else slot6:Update(slot1) if slot0._bulletUpperBound < slot8.z and slot7.z > 0 or slot6:IsOutRange(slot1) then slot6:OutRange() end end end for slot5, slot6 in pairs(slot0._aircraftList) do slot6:Update(slot1) slot7, slot8 = slot6:GetIFF() if slot7 == uv1.FRIENDLY_CODE then slot8 = slot0._totalRightBound elseif slot7 == uv1.FOE_CODE then slot8 = slot0._totalLeftBound end if math.abs(slot8) < slot6:GetPosition().x * slot7 and slot6:GetSpeed().x * slot7 > 0 then slot6:OutBound() end if not slot6:IsAlive() then slot0:KillAircraft(slot6:GetUniqueID()) end end for slot5, slot6 in pairs(slot0._AOEList) do slot6:Settle() if slot6:GetActiveFlag() == false then slot0:RemoveAreaOfEffect(slot6:GetUniqueID()) end end for slot5, slot6 in pairs(slot0._foeShipList) do if slot6:GetPosition().x + slot6:GetBoxSize().x < slot0._leftZoneLeftBound then slot6:DeadAction() slot0:KillUnit(slot6:GetUniqueID()) slot0:HandleShipMissDamage(slot6, slot0._fleetList[uv1.FRIENDLY_CODE]) end end end