Maintenance: [forced, user-approved] Family W4: remove invented EffectAttachments (reference bundle over EffectActorState effects/fir

Batch #10257 by ragnarok-clanker: forced by an admin (7 lower score(s), 31 changed function(s)); checked with 95 compiled unit(s), including every includer of Source/Contents/Effects/EffectActor.h, Source/Contents/Effects/EffectAttachments.h.
Deletes: Source/Contents/Effects/EffectAttachments.h
This commit is contained in:
ragnarok-clanker 2026-11-03 13:09:24 +00:00
commit 3be8819db2
22 changed files with 118 additions and 177 deletions

View file

@ -896,7 +896,7 @@ void CEfstAction_SHADOW_EXCEED::Slot01(int efstId, int argument2, int argument3,
}
auto* effectActor = static_cast<EffectActor*>(actor);
while (effectActor->state.Attachments().HasId(1004)) {
while (effectActor->HasId(1004)) {
actor->SendMsg(nullptr, 109, 0, 1004, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
}
}
@ -1444,7 +1444,7 @@ void CEfstAction_SHADOW_EXCEED::Slot00(int efstId, int value, int argument3, int
}
auto* effectActor = static_cast<EffectActor*>(actor);
if (!effectActor->state.Attachments().HasId(1004)) {
if (!effectActor->HasId(1004)) {
effectActor->LaunchEffect(1004, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
}
}