Decompile 5 functions in Source/Contents/Effects/EffectActor.h, Source/Contents/Effects/EffectActor.cpp, ...
Batch #13047 by cremane: 0 byte-identical, 5 confirmed by peer review. - fn_21062 EffectActor::HasId: logic confirmed by peer review - fn_21069 EffectActor::LaunchEffect: logic confirmed by peer review - fn_21076 CGameActor::ShowPartyMemberEffect: logic confirmed by peer review - fn_21153 CGameActor::Slot15: logic confirmed by peer review - fn_21111 EffectActor::SendMsg: logic confirmed by peer review Peer-reviewed-by: gordaoprogramas, Toshiro, codeplay, SapitoSucio Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
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4c2855d1f5
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024af60e85
6 changed files with 176 additions and 176 deletions
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@ -1262,9 +1262,9 @@ void CGameActor::Slot23(int, int) {
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}
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// INLINED
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static bool HasEffectOfType(const std::list<RagEffectState*>& effects, int type) {
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for (RagEffectState* effect : effects) {
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if (effect && effect->type == type) {
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static bool HasEffectOfType(const std::list<CRagEffect*>& effects, int type) {
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for (CRagEffect* effect : effects) {
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if (effect && effect->state.type == type) {
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return true;
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}
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}
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@ -1312,19 +1312,38 @@ void CGameActor::Slot15(int state, int resetPosition) {
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}
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switch (state) {
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case 0:
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this->SetAction(action, 4, 0);
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if (!IsObfuscatedMessage(this->render.accountId)) {
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this->render.isMotionFinished = true;
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case 0xd:
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if (g_session.IsPlayerJobId(this->GetEffectiveJob(-1))) {
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const std::int64_t weapon = this->Slot35();
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IsJobWeaponAllowed(this->GetEffectiveJob(-1), this->unknown_0260, weapon);
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this->SetAction(action, 4, 1);
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this->render.isMotionFreezed = true;
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} else {
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this->SetAction(16, 4, 1);
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this->render.isMotionFreezed = true;
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}
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this->Slot16();
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break;
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case 1:
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if (this->unknown_0184 == 0) {
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this->SetAction(action, 6, 0);
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case 4: {
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if (this->render.unknown_00C8 != 0 || this->render.unknown_00D8 != 0 || this->render.unknown_00DC != 0) {
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return;
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}
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CRenderObject* target;
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if (this->hitTargetAid == g_session.m_aid) {
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target = mode->scene->player;
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} else {
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target = mode->scene->GetGameActorByAID(this->hitTargetAid);
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}
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if (target) {
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target->SendMsg(nullptr, 0x57, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
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}
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this->SetAction(action, 5, 1);
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const int job = this->GetEffectiveJob(-1);
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if (job != 0x8d && job != 0xe6) {
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this->Slot16();
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}
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this->Slot17();
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break;
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}
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case 7:
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if (this->render.unknown_0070 == 6) {
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return;
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@ -1365,27 +1384,19 @@ void CGameActor::Slot15(int state, int resetPosition) {
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this->render.isMotionFreezed = false;
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this->SetAction(action, 4, 1);
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break;
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case 4: {
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if (this->render.unknown_00C8 != 0 || this->render.unknown_00D8 != 0 || this->render.unknown_00DC != 0) {
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return;
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}
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CRenderObject* target;
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if (this->hitTargetAid == g_session.m_aid) {
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target = mode->scene->player;
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} else {
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target = mode->scene->GetGameActorByAID(this->hitTargetAid);
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}
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if (target) {
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target->SendMsg(nullptr, 0x57, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
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}
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this->SetAction(action, 5, 1);
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const int job = this->GetEffectiveJob(-1);
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if (job != 0x8d && job != 0xe6) {
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this->Slot16();
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case 0:
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this->SetAction(action, 4, 0);
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if (!IsObfuscatedMessage(this->render.accountId)) {
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this->render.isMotionFinished = true;
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}
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this->Slot16();
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break;
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case 1:
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if (this->unknown_0184 == 0) {
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this->SetAction(action, 6, 0);
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}
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this->Slot17();
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break;
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}
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case 5:
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this->unknown_0178 = 0;
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this->render.isMotionFreezed = false;
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@ -1396,17 +1407,6 @@ void CGameActor::Slot15(int state, int resetPosition) {
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this->SetAction(action, 3, 1);
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this->Slot16();
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break;
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case 0xd:
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if (g_session.IsPlayerJobId(this->GetEffectiveJob(-1))) {
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const std::int64_t weapon = this->Slot35();
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IsJobWeaponAllowed(this->GetEffectiveJob(-1), this->unknown_0260, weapon);
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this->SetAction(action, 4, 1);
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this->render.isMotionFreezed = true;
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} else {
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this->SetAction(16, 4, 1);
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this->render.isMotionFreezed = true;
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}
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break;
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case 0x10:
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this->render.unknown_00C2 = 10;
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this->SetFrameSequence(action, 1, 3, 0, 0, 1, 99999999, 1);
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@ -1419,6 +1419,10 @@ void CGameActor::Slot15(int state, int resetPosition) {
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this->render.unknown_00C2 = 10;
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this->SetFrameSequence(action, 0, 0, action, 0, 1, 3000, 0);
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break;
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case 0x1c:
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this->render.unknown_00C2 = 10;
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this->SetAnimationSequence(action, 0, action, 1, action, 2, action, 3, action, 4, 1, 1000, 0);
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break;
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case 0x13:
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if (g_session.IsDoramJob(this->GetEffectiveJob(-1)) == true) {
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this->render.unknown_00C2 = 10;
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@ -1445,26 +1449,41 @@ void CGameActor::Slot15(int state, int resetPosition) {
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this->SetFrameSequence(action, 0, 0, action, 0, 1, 2000, 0);
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this->LaunchEffect(0x1c1, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
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break;
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case 0x1e:
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this->render.unknown_00C2 = 10;
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this->SetFrameSequence(action, 1, 1, action, 1, 1, 2000, 0);
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break;
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case 0x16:
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this->render.unknown_00C2 = 10;
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this->SetFrameSequence(action, 2, 2, action, 2, 1, 2000, 0);
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this->LaunchEffect(0x1c1, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
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break;
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case 0x21:
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this->render.unknown_00C2 = 10;
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this->SetFrameSequence(action, 2, 2, action, 2, 1, 1000, 0);
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break;
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case 0x1f:
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this->render.unknown_00C2 = 5;
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this->SetAnimationSequence(0x50, 3, 0x50, 5, 0x50, 7, 0x50, 8, 0x50, 2, 1, 500, 0);
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break;
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case 0x17:
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this->render.unknown_00C2 = 10;
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this->SetFrameSequence(action, 3, 3, action, 3, 1, 2000, 0);
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this->LaunchEffect(0x1c1, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
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break;
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case 0x22:
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this->render.unknown_00C2 = 10;
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this->SetFrameSequence(action, 3, 3, action, 3, 1, 1000, 0);
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break;
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case 0x20:
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this->render.unknown_00C2 = 5;
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this->SetAnimationSequence(action, 4, action, 5, action, 6, action, 7, action, 2, 1, 500, 0);
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break;
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case 0x18:
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this->render.unknown_00C2 = 10;
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this->SetFrameSequence(action, 4, 4, action, 4, 1, 2000, 0);
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this->LaunchEffect(0x1c1, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
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break;
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case 0x19:
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this->render.unknown_00C2 = 10;
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this->SetFrameSequence(action, 1, 1, action, 1, 1, 2000, 0);
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this->LaunchEffect(0x1c1, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
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break;
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case 0x1a: {
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this->render.unknown_00C2 = 4;
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int frame0;
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@ -1489,33 +1508,22 @@ void CGameActor::Slot15(int state, int resetPosition) {
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this->SetAnimationSequence(action, frame0, action, frame1, action, frame2, action, frame3, action, frame4, 1, 500, 0);
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break;
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}
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case 0x19:
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this->render.unknown_00C2 = 10;
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this->SetFrameSequence(action, 1, 1, action, 1, 1, 2000, 0);
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this->LaunchEffect(0x1c1, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
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break;
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case 0x1b:
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this->render.unknown_00C2 = 10;
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this->SetFrameSequence(action, 5, 5, action, 5, 1, 3000, 0);
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break;
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case 0x1c:
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this->render.unknown_00C2 = 10;
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this->SetAnimationSequence(action, 0, action, 1, action, 2, action, 3, action, 4, 1, 1000, 0);
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case 0x24:
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this->render.unknown_00C2 = 6;
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this->SetFrameSequence(action, 2, 5, action, 5, 1, 1000, 0);
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break;
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case 0x1e:
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this->render.unknown_00C2 = 10;
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this->SetFrameSequence(action, 1, 1, action, 1, 1, 2000, 0);
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break;
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case 0x1f:
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this->render.unknown_00C2 = 5;
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this->SetAnimationSequence(0x50, 3, 0x50, 5, 0x50, 7, 0x50, 8, 0x50, 2, 1, 500, 0);
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break;
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case 0x20:
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this->render.unknown_00C2 = 5;
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this->SetAnimationSequence(action, 4, action, 5, action, 6, action, 7, action, 2, 1, 500, 0);
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break;
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case 0x21:
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this->render.unknown_00C2 = 10;
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this->SetFrameSequence(action, 2, 2, action, 2, 1, 1000, 0);
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break;
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case 0x22:
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this->render.unknown_00C2 = 10;
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this->SetFrameSequence(action, 3, 3, action, 3, 1, 1000, 0);
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case 0x37:
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this->render.unknown_00C2 = 6;
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this->SetFrameSequence(action, 2, 4, action, 4, 1, 500, 0);
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break;
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case 0x38:
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this->render.isMotionFinished = false;
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@ -1523,9 +1531,10 @@ void CGameActor::Slot15(int state, int resetPosition) {
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this->render.unknown_00C2 = 6;
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this->SetFrameSequence(action, 0, 1, action, 1, 1, 500, 0);
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break;
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case 0x24:
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case 0x39:
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this->render.isMotionFinished = false;
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this->render.unknown_00C2 = 6;
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this->SetFrameSequence(action, 2, 5, action, 5, 1, 1000, 0);
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this->SetFrameSequence(action, 5, 5, action, 5, 1, 500, 0);
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break;
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case 0x25: {
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this->render.unknown_00C2 = 10;
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@ -1546,11 +1555,6 @@ void CGameActor::Slot15(int state, int resetPosition) {
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}
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break;
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}
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case 0x27:
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case 0x30:
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this->render.unknown_00C2 = 6;
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this->SetFrameSequence(action, 4, 5, action, 5, 1, 500, 0);
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break;
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case 0x28:
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this->render.unknown_00C2 = 6;
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this->SetFrameSequence(action, 0, 2, action, 2, 1, 500, 0);
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@ -1599,6 +1603,11 @@ void CGameActor::Slot15(int state, int resetPosition) {
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this->render.unknown_00C2 = 6;
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this->SetFrameSequence(action, 0, 3, action, 3, 1, 9999999, 1);
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break;
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case 0x27:
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case 0x30:
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this->render.unknown_00C2 = 6;
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this->SetFrameSequence(action, 4, 5, action, 5, 1, 500, 0);
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break;
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case 0x31:
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this->render.unknown_00C2 = 6;
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this->SetFrameSequence(action, 0, 7, action, 7, 1, 1000, 0);
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@ -1613,21 +1622,6 @@ void CGameActor::Slot15(int state, int resetPosition) {
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this->SetAnimationSequence(action, 2, action, 3, action, 4, action, 4, action, 4, 1, 500, 0);
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this->render.isMotionFinished = false;
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break;
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case 0x37:
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this->render.unknown_00C2 = 6;
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this->SetFrameSequence(action, 2, 4, action, 4, 1, 500, 0);
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break;
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case 0x39:
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this->render.isMotionFinished = false;
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this->render.unknown_00C2 = 6;
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this->SetFrameSequence(action, 5, 5, action, 5, 1, 500, 0);
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break;
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case 0x3c:
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case 0x3d:
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case 0x42:
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this->render.unknown_00C2 = 6;
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this->SetFrameSequence(action, 0, 0, action, 0, 1, 500, 0);
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break;
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case 0x3e:
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this->render.unknown_00C2 = 6;
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this->SetFrameSequence(action, 1, 7, action, 7, 1, 500, 0);
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@ -1650,6 +1644,12 @@ void CGameActor::Slot15(int state, int resetPosition) {
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this->SetFrameSequence(action, 1, 4, action, 4, 1, 500, 0);
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this->render.isMotionFinished = false;
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break;
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case 0x3c:
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case 0x3d:
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case 0x42:
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this->render.unknown_00C2 = 6;
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this->SetFrameSequence(action, 0, 0, action, 0, 1, 500, 0);
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break;
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case 0x43:
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this->render.unknown_00C2 = 6;
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this->SetFrameSequence(action, 1, 5, action, 5, 1, 500, 0);
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@ -1672,6 +1672,11 @@ void CGameActor::Slot15(int state, int resetPosition) {
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this->render.isMotionFinished = false;
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this->unknown_0378 = 6.0f;
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break;
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case 0x4c:
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this->render.unknown_00C2 = 6;
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this->SetFrameSequence(action, 0, 7, action, 7, 1, 500, 0);
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this->render.isMotionFinished = false;
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break;
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case 0x47:
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this->render.unknown_00C2 = 6;
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this->SetFrameSequence(action, 4, 8, action, 8, 1, 500, 0);
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@ -1688,21 +1693,16 @@ void CGameActor::Slot15(int state, int resetPosition) {
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this->render.isMotionFinished = false;
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this->unknown_0378 = 6.0f;
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break;
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case 0x4b:
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this->render.unknown_00C2 = 6;
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this->SetFrameSequence(action, 2, 5, action, 5, 1, 500, 1);
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this->render.isMotionFinished = false;
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break;
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case 0x4c:
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this->render.unknown_00C2 = 6;
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this->SetFrameSequence(action, 0, 7, action, 7, 1, 500, 0);
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this->render.isMotionFinished = false;
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break;
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case 0x4d:
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this->render.unknown_00C2 = 6;
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this->SetFrameSequence(action, 3, 7, action, 7, 1, 500, 0);
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this->render.isMotionFinished = false;
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break;
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case 0x4b:
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this->render.unknown_00C2 = 6;
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this->SetFrameSequence(action, 2, 5, action, 5, 1, 500, 1);
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this->render.isMotionFinished = false;
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break;
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case 0x4e:
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this->render.unknown_00C2 = 6;
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this->SetFrameSequence(action, 1, 4, action, 4, 1, 500, 1);
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@ -2251,8 +2251,8 @@ void CGameActor::ShowPartyMemberEffect(std::uint32_t accountId) {
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for (int index = 0; index < g_session.PartyCount(); ++index) {
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MessengerMember member = g_session.PartyAt(index);
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if (member.accountId == accountId) {
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for (RagEffectState* effect : this->state.effects) {
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if (effect && effect->type == 160) {
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for (CRagEffect* effect : this->state.effects) {
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if (effect && effect->state.type == 160) {
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return;
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}
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}
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