Decompile 2 functions in Source/Contents/Skills/SkillActionImperialGuard.cpp

Batch #3129 by youko: 2 byte-identical, 0 confirmed by peer review.

- fn_08635 CSkillAction_IG_ATTACK_STANCE::Slot02: byte-identical
- fn_08643 CSkillAction_IG_GUARD_STANCE::Slot02: byte-identical

Merged automatically: every function is byte-identical to the original.
Adds to the build: Source/Contents/Skills/SkillActionImperialGuard.cpp
This commit is contained in:
ragnarok-clanker 2026-10-29 20:34:17 +00:00
commit ce35f341dd
2 changed files with 243 additions and 0 deletions

View file

@ -0,0 +1,242 @@
#include "Client/Mode/CGameMode.h"
#include "Client/Mode/ModeMgr.h"
#include "Contents/Actors/GameActor.h"
#include "Contents/Actors/Pc.h"
#include "Contents/EffectResourceSwitcher.h"
#include "Contents/Effects/Effect.h"
#include "Contents/Effects/EffectLists.h"
#include "Contents/MessageTable.h"
#include "Contents/Skills/SkillInfo.h"
#include "Contents/Sound/SoundMgr.h"
#include "Contents/World/World.h"
#include "Utility/Math/Vector3d.h"
class CSkillAction_IG_GUARDIAN_SHIELD : public CSkillAction {
public:
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_IG_GUARDIAN_SHIELD : public CEfstAction {
public:
void Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
void Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) override;
void Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) override;
EfstActionMessage Slot03() override;
EfstActionMessage Slot04() override;
};
class CSkillAction_IG_HOLY_SHIELD : public CSkillAction {
public:
void Slot08(int level, CGameActor* source) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_IG_HOLY_SHIELD : public CEfstAction {
public:
void Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
void Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) override;
void Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) override;
EfstActionMessage Slot03() override;
EfstActionMessage Slot04() override;
};
class CSkillAction_IG_JUDGEMENT_CROSS : public CSkillAction {
public:
void Slot08(int level, CGameActor* source) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
void Slot15(int level, CGameActor* source, CGameActor* target) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_IG_OVERSLASH : public CSkillAction {
public:
void Slot08(int level, CGameActor* source) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_IG_REBOUND_SHIELD : public CSkillAction {
public:
void Slot08(int level, CGameActor* source) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_REBOUND_S : public CEfstAction {
public:
EfstActionMessage Slot03() override;
EfstActionMessage Slot04() override;
};
class CSkillAction_IG_ULTIMATE_SACRIFICE : public CSkillAction {
public:
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_IG_ULTIMATE_SACRIFICE : public CEfstAction {
public:
void Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
void Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) override;
void Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) override;
};
class CSkillAction_IG_IMPERIAL_CROSS : public CSkillAction {
public:
void Slot11(int level, CGameActor* source, CGameActor* target) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_IG_RADIANT_SPEAR : public CSkillAction {
public:
void Slot08(int level, CGameActor* source) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_IG_IMPERIAL_PRESSURE : public CSkillAction {
public:
void Slot08(int level, CGameActor* source) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_IG_SHIELD_SHOOTING : public CSkillAction {
public:
void Slot08(int level, CGameActor* source) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_IG_ATTACK_STANCE : public CSkillAction {
public:
int Slot02() override;
void Slot08(int level, CGameActor* source) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_IG_ATTACK_STANCE : public CEfstAction {
public:
void Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
void Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) override;
void Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) override;
EfstActionMessage Slot03() override;
EfstActionMessage Slot04() override;
};
class CSkillAction_IG_GUARD_STANCE : public CSkillAction {
public:
int Slot02() override;
void Slot08(int level, CGameActor* source) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_IG_GUARD_STANCE : public CEfstAction {
public:
void Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
};
// OFFSET: 0x00787A30
// OFFSET: 0x00787CC0
// OFFSET: 0x00787F60
// OFFSET: 0x007880A0
// OFFSET: 0x007880C0
// OFFSET: 0x007880F0
// OFFSET: 0x00788120
// OFFSET: 0x007883D0
// OFFSET: 0x00788650
// OFFSET: 0x007888E0
// OFFSET: 0x00788B00
// OFFSET: 0x00788B20
// OFFSET: 0x00788B50
// OFFSET: 0x00788B90
// OFFSET: 0x00788E50
// OFFSET: 0x00788FE0
// OFFSET: 0x00789260
// OFFSET: 0x00789400
// OFFSET: 0x00789590
// OFFSET: 0x00789800
// OFFSET: 0x00789980
// OFFSET: 0x00789C50
// OFFSET: 0x00789EE0
// OFFSET: 0x00789F10
// OFFSET: 0x00789FA0
// OFFSET: 0x0078A220
// OFFSET: 0x0078A3B0
// OFFSET: 0x0078A500
// OFFSET: 0x0078A530
// OFFSET: 0x0078A6A0
// OFFSET: 0x0078A830
// OFFSET: 0x0078AC80
// OFFSET: 0x0078AE00
// OFFSET: 0x0078AF90
// OFFSET: 0x0078B210
// OFFSET: 0x0078B3A0
// OFFSET: 0x0078B520
// OFFSET: 0x0078B5E0
// OFFSET: 0x0078B760
// FUNCTION: fn_08635
int CSkillAction_IG_ATTACK_STANCE::Slot02() {
return 7;
}
// OFFSET: 0x0078B770
// OFFSET: 0x0078BB40
// OFFSET: 0x0078BCC0
// OFFSET: 0x0078BE50
// OFFSET: 0x0078BFA0
// OFFSET: 0x0078BFC0
// OFFSET: 0x0078BFF0
// OFFSET: 0x0078C020
// FUNCTION: fn_08643
int CSkillAction_IG_GUARD_STANCE::Slot02() {
return 7;
}
// OFFSET: 0x0078C030
// OFFSET: 0x0078C400
// OFFSET: 0x0078C570

View file

@ -443,6 +443,7 @@
"Source/Contents/Skills/ClientSkills.cpp": 4,
"Source/Contents/Skills/PlayerSkillBundle.cpp": 4,
"Source/Contents/Skills/SkillActionAlitea.cpp": 4,
"Source/Contents/Skills/SkillActionImperialGuard.cpp": 4,
"Source/Contents/Skills/SkillActionInfo.cpp": 4,
"Source/Contents/Skills/SkillActionKarnos.cpp": 4,
"Source/Contents/Skills/SkillInfo.cpp": 4,