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
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2 changed files with 243 additions and 0 deletions
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Source/Contents/Skills/SkillActionImperialGuard.cpp
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242
Source/Contents/Skills/SkillActionImperialGuard.cpp
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#include "Client/Mode/CGameMode.h"
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#include "Client/Mode/ModeMgr.h"
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#include "Contents/Actors/GameActor.h"
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#include "Contents/Actors/Pc.h"
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#include "Contents/EffectResourceSwitcher.h"
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#include "Contents/Effects/Effect.h"
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#include "Contents/Effects/EffectLists.h"
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#include "Contents/MessageTable.h"
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#include "Contents/Skills/SkillInfo.h"
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#include "Contents/Sound/SoundMgr.h"
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#include "Contents/World/World.h"
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#include "Utility/Math/Vector3d.h"
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class CSkillAction_IG_GUARDIAN_SHIELD : public CSkillAction {
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public:
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void Slot11(int level, CGameActor* source, CGameActor* target) override;
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};
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class CEfstAction_IG_GUARDIAN_SHIELD : public CEfstAction {
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public:
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void Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
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void Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) override;
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void Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) override;
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EfstActionMessage Slot03() override;
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EfstActionMessage Slot04() override;
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};
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class CSkillAction_IG_HOLY_SHIELD : public CSkillAction {
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public:
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void Slot08(int level, CGameActor* source) override;
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void Slot11(int level, CGameActor* source, CGameActor* target) override;
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};
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class CEfstAction_IG_HOLY_SHIELD : public CEfstAction {
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public:
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void Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
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void Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) override;
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void Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) override;
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EfstActionMessage Slot03() override;
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EfstActionMessage Slot04() override;
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};
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class CSkillAction_IG_JUDGEMENT_CROSS : public CSkillAction {
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public:
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void Slot08(int level, CGameActor* source) override;
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void Slot11(int level, CGameActor* source, CGameActor* target) 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_IG_OVERSLASH : public CSkillAction {
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public:
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void Slot08(int level, CGameActor* source) override;
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void Slot11(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_IG_REBOUND_SHIELD : public CSkillAction {
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public:
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void Slot08(int level, CGameActor* source) override;
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void Slot11(int level, CGameActor* source, CGameActor* target) override;
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};
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class CEfstAction_REBOUND_S : public CEfstAction {
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public:
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EfstActionMessage Slot03() override;
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EfstActionMessage Slot04() override;
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};
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class CSkillAction_IG_ULTIMATE_SACRIFICE : public CSkillAction {
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public:
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void Slot11(int level, CGameActor* source, CGameActor* target) override;
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};
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class CEfstAction_IG_ULTIMATE_SACRIFICE : public CEfstAction {
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public:
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void Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
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void Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) override;
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void Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) override;
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};
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class CSkillAction_IG_IMPERIAL_CROSS : public CSkillAction {
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public:
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void Slot11(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_IG_RADIANT_SPEAR : public CSkillAction {
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public:
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void Slot08(int level, CGameActor* source) override;
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void Slot16(int level, CGameActor* source, CGameActor* target) override;
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};
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class CSkillAction_IG_IMPERIAL_PRESSURE : public CSkillAction {
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public:
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void Slot08(int level, CGameActor* source) override;
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void Slot11(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_IG_SHIELD_SHOOTING : public CSkillAction {
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public:
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void Slot08(int level, CGameActor* source) override;
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void Slot11(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_IG_ATTACK_STANCE : public CSkillAction {
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public:
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int Slot02() override;
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void Slot08(int level, CGameActor* source) override;
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void Slot11(int level, CGameActor* source, CGameActor* target) override;
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};
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class CEfstAction_IG_ATTACK_STANCE : public CEfstAction {
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public:
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void Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
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void Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) override;
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void Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) override;
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EfstActionMessage Slot03() override;
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EfstActionMessage Slot04() override;
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};
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class CSkillAction_IG_GUARD_STANCE : public CSkillAction {
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public:
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int Slot02() override;
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void Slot08(int level, CGameActor* source) override;
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void Slot11(int level, CGameActor* source, CGameActor* target) override;
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};
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class CEfstAction_IG_GUARD_STANCE : public CEfstAction {
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public:
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void Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
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};
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// OFFSET: 0x00787A30
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// OFFSET: 0x00787CC0
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// OFFSET: 0x00787F60
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// OFFSET: 0x007880A0
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// OFFSET: 0x007880C0
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// OFFSET: 0x007880F0
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// OFFSET: 0x00788120
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// OFFSET: 0x007883D0
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// OFFSET: 0x00788650
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// OFFSET: 0x007888E0
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// OFFSET: 0x00788B00
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// OFFSET: 0x00788B20
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// OFFSET: 0x00788B50
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// OFFSET: 0x00788B90
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// OFFSET: 0x00788E50
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// OFFSET: 0x00788FE0
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// OFFSET: 0x00789260
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// OFFSET: 0x00789400
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// OFFSET: 0x00789590
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// OFFSET: 0x00789800
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// OFFSET: 0x00789980
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// OFFSET: 0x00789C50
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// OFFSET: 0x00789EE0
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// OFFSET: 0x00789F10
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// OFFSET: 0x00789FA0
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// OFFSET: 0x0078A220
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// OFFSET: 0x0078A3B0
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// OFFSET: 0x0078A500
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// OFFSET: 0x0078A530
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// OFFSET: 0x0078A6A0
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// OFFSET: 0x0078A830
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// OFFSET: 0x0078AC80
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// OFFSET: 0x0078AE00
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// OFFSET: 0x0078AF90
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// OFFSET: 0x0078B210
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// OFFSET: 0x0078B3A0
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// OFFSET: 0x0078B520
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// OFFSET: 0x0078B5E0
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// OFFSET: 0x0078B760
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// FUNCTION: fn_08635
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int CSkillAction_IG_ATTACK_STANCE::Slot02() {
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return 7;
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}
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// OFFSET: 0x0078B770
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// OFFSET: 0x0078BB40
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// OFFSET: 0x0078BCC0
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// OFFSET: 0x0078BE50
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// OFFSET: 0x0078BFA0
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// OFFSET: 0x0078BFC0
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// OFFSET: 0x0078BFF0
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// OFFSET: 0x0078C020
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// FUNCTION: fn_08643
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int CSkillAction_IG_GUARD_STANCE::Slot02() {
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return 7;
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}
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// OFFSET: 0x0078C030
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// OFFSET: 0x0078C400
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// OFFSET: 0x0078C570
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@ -443,6 +443,7 @@
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"Source/Contents/Skills/ClientSkills.cpp": 4,
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"Source/Contents/Skills/PlayerSkillBundle.cpp": 4,
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"Source/Contents/Skills/SkillActionAlitea.cpp": 4,
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"Source/Contents/Skills/SkillActionImperialGuard.cpp": 4,
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"Source/Contents/Skills/SkillActionInfo.cpp": 4,
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"Source/Contents/Skills/SkillActionKarnos.cpp": 4,
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"Source/Contents/Skills/SkillInfo.cpp": 4,
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