Decompile 2 functions in Source/UI/Window/UINewSkillListWnd.cpp, Source/Contents/EquipmentResources.cpp, ...
Batch #7197 by eAthena: 0 byte-identical, 2 confirmed by peer review. - fn_13800 UINewSkillListWnd::sub_9AE730: logic confirmed by peer review - fn_24150 CSession::EquipItem61B8: logic confirmed by peer review Peer-reviewed-by: Yommy, alisonrag, superintelligence, aDw Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
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2 changed files with 59 additions and 0 deletions
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@ -194,6 +194,32 @@ bool CSession::IsThirdJobOrHigher(int job) {
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}
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// OFFSET: 0x00E2ECD0
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// FUNCTION: fn_24150
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bool CSession::EquipItem61B8(const ITEM_INFO& item) {
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const EquipSlots slots = g_session.GetEquipSlots(static_cast<int>(item.unknown_0000[3]));
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int order[3];
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order[0] = slots.values[2];
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order[1] = slots.values[1];
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order[2] = slots.values[0];
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if (item.unknown_0000[3] == 0x8000) {
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g_session.SetUnknown7EC8(item.unknown_0000[1]);
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}
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for (int i = 0; i < 3; ++i) {
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const int slot = order[i];
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if (slot == -1 || slot >= 10) {
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break;
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}
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this->unknown_61B8[slot] = item;
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this->unknown_61B8[slot].quantity = 1;
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}
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if (g_windowMgr.unknown_01E0) {
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static_cast<UIEquipWnd*>(g_windowMgr.unknown_01E0)->NotifyEquipmentChanged();
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}
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RefreshItemWindows(&g_windowMgr);
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return true;
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}
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// OFFSET: 0x00E3D8A0
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// FUNCTION: fn_24192
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