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				@@ -36,10 +36,6 @@ namespace GFGGame 
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				         public static void InitServerData(RoleInfo roleInfo) 
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				         { 
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				             usedRecommend = false; 
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				-            _passChapter = roleInfo.chapter; 
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				-            _passLevel = roleInfo.chapterLvl; 
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				-            _passChapterJY = roleInfo.chapterJY; 
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				-            _passLevelJY = roleInfo.chapterLvlJY; 
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				             _recommendCount = roleInfo.recommendCount; 
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				             recommendDay = roleInfo.recommendDay; 
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				         } 
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				@@ -102,13 +98,13 @@ namespace GFGGame 
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				         { 
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				             if (StoryUtil.CheckChapterIsHard(chapter)) 
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				             { 
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				-                _passChapterJY = chapter; 
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				-                _passLevelJY = chapterLvl; 
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				+                //_passChapterJY = chapter; 
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				+                //_passLevelJY = chapterLvl; 
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				             } 
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				             else 
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				             { 
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				-                _passChapter = chapter; 
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				-                _passLevel = chapterLvl; 
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				+                //_passChapter = chapter; 
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				+                //_passLevel = chapterLvl; 
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				             } 
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				         } 
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				@@ -198,7 +194,7 @@ namespace GFGGame 
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				         public static bool CheckNormalChapterPass(int chapterId) 
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				         { 
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				             int normalChapterId = StoryUtil.GetNormalChapterId(chapterId); 
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				-            return normalChapterId <= _passChapter; 
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				+            return normalChapterId <= GameGlobal.myNumericComponent.GetAsInt(NumericType.Chapter); 
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				         } 
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				         public static bool CheckChapterUnlock(int chapterId) 
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				@@ -216,14 +212,14 @@ namespace GFGGame 
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				                     return false; 
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				                 } 
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				                 //前一精英章需要通关 
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				-                if (chapterId - 1 > _passChapterJY) 
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				+                if (chapterId - 1 > GameGlobal.myNumericComponent.GetAsInt(NumericType.ChapterJY)) 
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				                 { 
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				                     return false; 
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				                 } 
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				             } 
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				             else 
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				             { 
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				-                if (chapterId - 1 > _passChapter) 
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				+                if (chapterId - 1 > GameGlobal.myNumericComponent.GetAsInt(NumericType.Chapter)) 
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				                 { 
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				                     return false; 
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				                 } 
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				@@ -368,18 +364,18 @@ namespace GFGGame 
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				         { 
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				             if (StoryUtil.CheckChapterIsHard(fromChapter)) 
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				             { 
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				-                return _passChapterJY; 
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				+                return GameGlobal.myNumericComponent.GetAsInt(NumericType.ChapterJY); 
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				             } 
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				-            return _passChapter; 
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				+            return GameGlobal.myNumericComponent.GetAsInt(NumericType.Chapter); 
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				         } 
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				         public static int GetPassLevel(int fromChapter) 
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				         { 
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				             if (StoryUtil.CheckChapterIsHard(fromChapter)) 
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				             { 
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				-                return _passLevelJY; 
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				+                return GameGlobal.myNumericComponent.GetAsInt(NumericType.ChapterLvlJY); 
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				             } 
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				-            return _passLevel; 
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				+            return GameGlobal.myNumericComponent.GetAsInt(NumericType.ChapterLvl); 
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				         } 
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				         public static List<ItemData> PassCurrentLevel(out bool fistPassLastLvl, out bool curLvfirstPass) 
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				@@ -403,7 +399,7 @@ namespace GFGGame 
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				                 } 
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				                 SetPassData(tempPassChapter, tempPassLevel); 
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				                 // FunctionOpenDataManager.Instance.CheckHasChapterFunOpen(_passChapter + 1, _passLevel);//首次通过要检查是否有功能开启 
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				-                GameProxy.ReqUpdateStoryProgress(_passChapter, _passLevel, _passChapterJY, _passLevelJY); 
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				+                //GameProxy.ReqUpdateStoryProgress(_passChapter, _passLevel, _passChapterJY, _passLevelJY); 
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				                 currentBonusList = StoryBonusDataCache.GetBonusList(currentLevelID, true, true); 
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				             } 
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				             else 
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