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).
This commit is contained in:
ragnarok-clanker 2026-10-30 19:41:14 +00:00
commit 47e967bcdb

View file

@ -119,6 +119,7 @@ public:
int Slot02() override;
void Slot08(int level, CGameActor* source) override;
void Slot15(int level, CGameActor* source, CGameActor* target) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_TR_ROKI_CAPRICCIO : public CSkillAction {
@ -503,6 +504,12 @@ void CSkillAction_TR_RHYTHMSHOOTING::Slot15(int level, CGameActor* source, CGame
}
// OFFSET: 0x007A4E00
// FUNCTION: fn_09017
void CSkillAction_TR_RHYTHMSHOOTING::Slot16(int, CGameActor* source, CGameActor*) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmshooting_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x007A4F80
// FUNCTION: fn_09018