Maintenance: Second pass: name remaining numeric switch case labels (identifier-only; no code change). ~3,500 more labels across 150

Batch #14936 by ragnarok-clanker: no function's compiled code changes; checked with 158 compiled unit(s), including every includer of Source/Client/Mode/GameModeEnums.h, Source/Client/Mode/ModeMessage.h, Source/Contents/Actors/ActorEnums.h, Source/Contents/Actors/PetEnums.h, Source/Contents/Combat/CombatTypes.h, Source/Contents/Configuration/ServiceEnums.h, Source/Contents/Effects/EffectPrimId.h, Source/Contents/Hotkeys/InterfaceHotkey.h, Source/Contents/Items/ItemId.h, Source/Contents/Items/ItemType.h, Source/Network/Packets/ModeResultEnums.h, Source/Network/Packets/NoticeEnums.h, Source/Network/Packets/PacketId.h, Source/UI/Window/UIEnums.h, Source/UI/Window/WindowId.h.
This commit is contained in:
ragnarok-clanker 2026-11-08 12:37:46 +00:00
commit 858265cc69
159 changed files with 5409 additions and 3560 deletions

View file

@ -1457,7 +1457,7 @@ void CGameMode::ReceiveShortcutPagePacket(const unsigned char* data) {
void CGameMode::ReceiveCardCompositionResult(const unsigned char* data) {
const auto* packet = reinterpret_cast<const CardCompositionPacket*>(data);
switch (packet->result) {
case 0: {
case ITEMCOMPOSITON_SUCCESS: {
g_windowMgr.SendNotice(1, reinterpret_cast<std::intptr_t>(LookupMessage(493)), 0xFFFF00, 0, 0, 0);
ITEM_INFO card = LookupClientItemByIdentity(g_session.m_inventoryItems, packet->cardIndex);
ITEM_INFO equip = LookupClientItemByIdentity(g_session.m_inventoryItems, packet->equipIndex);
@ -1475,7 +1475,7 @@ void CGameMode::ReceiveCardCompositionResult(const unsigned char* data) {
}
break;
}
case 1:
case ITEMCOMPOSITION_FAILURE:
g_windowMgr.SendNotice(1, reinterpret_cast<std::intptr_t>(LookupMessage(494)), 0xFF, 0, 0, 0);
break;
}
@ -2550,34 +2550,34 @@ void CGameMode::ReceivePartyMemberEffect(const unsigned char* data) {
}
switch (packet->type) {
case 0:
case LEVELUP_EFFECT:
actor->LaunchEffect(371, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
break;
case 1:
case JOBLEVELUP_EFFECT:
actor->LaunchEffect(158, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
break;
case 7:
case LEVELUP_EFFECT2:
actor->LaunchEffect(338, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
break;
case 9:
case LEVELUP_EFFECT3:
actor->LaunchEffect(582, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
break;
case 8:
case JOBLEVELUP_EFFECT2:
actor->LaunchEffect(337, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
break;
case 2:
case REFINING_FAIL_EFFECT:
actor->LaunchEffect(155, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
break;
case 3:
case REFINING_SUCCESS_EFFECT:
actor->LaunchEffect(154, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
break;
case 5:
case MAKEITEM_AM_SUCCESS_EFFECT:
actor->LaunchEffect(305, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
break;
case 6:
case MAKEITEM_AM_FAIL_EFFECT:
actor->LaunchEffect(306, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
break;
case 4:
case GAME_OVER_EFFECT:
g_partyEffectNoticePending = 1;
break;
}