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
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26277f915c
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3be8819db2
22 changed files with 118 additions and 177 deletions
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@ -896,7 +896,7 @@ void CEfstAction_SHADOW_EXCEED::Slot01(int efstId, int argument2, int argument3,
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}
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auto* effectActor = static_cast<EffectActor*>(actor);
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while (effectActor->state.Attachments().HasId(1004)) {
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while (effectActor->HasId(1004)) {
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actor->SendMsg(nullptr, 109, 0, 1004, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
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}
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}
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@ -1444,7 +1444,7 @@ void CEfstAction_SHADOW_EXCEED::Slot00(int efstId, int value, int argument3, int
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}
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auto* effectActor = static_cast<EffectActor*>(actor);
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if (!effectActor->state.Attachments().HasId(1004)) {
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if (!effectActor->HasId(1004)) {
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effectActor->LaunchEffect(1004, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
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}
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}
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