From d6ffc5fd5ad2e72739935eefcff4c962234341e5 Mon Sep 17 00:00:00 2001 From: ragnarok-clanker Date: Mon, 2 Nov 2026 15:02:17 +0000 Subject: [PATCH] Decompile fn_23896 (CSession::PlaySkillTargetEffect) Batch #10061 by dori: 0 byte-identical, 1 confirmed by peer review. - fn_23896 CSession::PlaySkillTargetEffect: logic confirmed by peer review Peer-reviewed-by: ragnarok-clanker, cremane, doczeira Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes). --- Source/Contents/Jobs/JobInheritance.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Source/Contents/Jobs/JobInheritance.cpp b/Source/Contents/Jobs/JobInheritance.cpp index 34c808aa..fb29d1ef 100644 --- a/Source/Contents/Jobs/JobInheritance.cpp +++ b/Source/Contents/Jobs/JobInheritance.cpp @@ -1426,20 +1426,20 @@ bool CSession::IsSuperNoviceClass(int job) const { // FUNCTION: fn_23896 bool CSession::PlaySkillTargetEffect(int skillId, int level, CGameActor* source, CGameActor* target) { bool hasInfo = false; - if (!g_luaScript->Call("HaveSkillEffectInfo", "d>b", skillId, &hasInfo) || !hasInfo) { + if (!g_session.m_hotkeyScript->Call("HaveSkillEffectInfo", "d>b", skillId, &hasInfo) || !hasInfo) { return false; } const char* waveName = nullptr; - if (g_luaScript->Call("GetTargetEffectWaveFileName", "d>s", skillId, &waveName) && std::strcmp(waveName, "") != 0) { + if (g_session.m_hotkeyScript->Call("GetTargetEffectWaveFileName", "d>s", skillId, &waveName) && std::strcmp(waveName, "") != 0) { g_soundMgr->PlayWave(waveName, 0.0f, 0.0f, 0.0f, 250, 40, 1.0f, 0); } int count = 0; - if (g_luaScript->Call("GetTargetEffectNum", "d>d", skillId, &count)) { + if (g_session.m_hotkeyScript->Call("GetTargetEffectNum", "d>d", skillId, &count)) { for (int index = 0; index < count; ++index) { int effectId = -1; - g_luaScript->Call("GetTargetEffectID", "dd>d", skillId, index + 1, &effectId); + g_session.m_hotkeyScript->Call("GetTargetEffectID", "dd>d", skillId, index + 1, &effectId); if (effectId == -1) { continue; }