Decompile fn_09017 (CSkillAction_TR_RHYTHMSHOOTING::Slot16)
Batch #6076 by System4z: 0 byte-identical, 1 confirmed by peer review. - fn_09017 CSkillAction_TR_RHYTHMSHOOTING::Slot16: logic confirmed by peer review Peer-reviewed-by: eAthena, Yommy Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
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1 changed files with 7 additions and 0 deletions
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@ -119,6 +119,7 @@ public:
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int Slot02() override;
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void Slot08(int level, CGameActor* source) override;
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void Slot15(int level, CGameActor* source, CGameActor* target) override;
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void Slot16(int level, CGameActor* source, CGameActor* target) override;
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};
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class CSkillAction_TR_ROKI_CAPRICCIO : public CSkillAction {
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@ -503,6 +504,12 @@ void CSkillAction_TR_RHYTHMSHOOTING::Slot15(int level, CGameActor* source, CGame
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}
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// OFFSET: 0x007A4E00
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// FUNCTION: fn_09017
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void CSkillAction_TR_RHYTHMSHOOTING::Slot16(int, CGameActor* source, CGameActor*) {
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if (source) {
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g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmshooting_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x007A4F80
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// FUNCTION: fn_09018
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