Decompile 5 functions in Source/Contents/Skills/SkillActionImperialGuard.cpp

Batch #13266 by cremane: 5 byte-identical, 0 confirmed by peer review.

- fn_08586 CEfstAction_IG_GRAND_JUDGEMENT::Slot01: byte-identical
- fn_08592 CEfstAction_IG_GUARDIAN_SHIELD::Slot01: byte-identical
- fn_08619 CEfstAction_IG_ULTIMATE_SACRIFICE::Slot01: byte-identical
- fn_08639 CEfstAction_IG_ATTACK_STANCE::Slot01: byte-identical
- fn_08647 CEfstAction_IG_GUARD_STANCE::Slot01: byte-identical

Merged automatically: every function is byte-identical to the original.
This commit is contained in:
ragnarok-clanker 2026-11-06 12:28:04 +00:00
commit f5ebace016

View file

@ -170,7 +170,8 @@ void CEfstAction_IG_GUARDIAN_SHIELD::Slot00(int efstId, int value, int argument3
// FUNCTION: fn_08592
void CEfstAction_IG_GUARDIAN_SHIELD::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
if (actor) {
g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guardianshield_buff_loop"));
EffectLists* effects = g_effectMgr;
effects->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guardianshield_buff_loop"));
}
}
@ -404,7 +405,8 @@ void CEfstAction_IG_ULTIMATE_SACRIFICE::Slot00(int efstId, int value, int argume
// FUNCTION: fn_08619
void CEfstAction_IG_ULTIMATE_SACRIFICE::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
if (actor) {
g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("ultimate_sacrifice_buff"));
EffectLists* effects = g_effectMgr;
effects->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("ultimate_sacrifice_buff"));
}
}
@ -584,7 +586,8 @@ void CEfstAction_IG_ATTACK_STANCE::Slot00(int efstId, int value, int argument3,
// FUNCTION: fn_08639
void CEfstAction_IG_ATTACK_STANCE::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
if (actor) {
g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_attack_stance_loop_bottom"));
EffectLists* effects = g_effectMgr;
effects->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_attack_stance_loop_bottom"));
}
}
@ -772,7 +775,8 @@ void CEfstAction_IG_GRAND_JUDGEMENT::Slot00(int efstId, int value, int argument3
// FUNCTION: fn_08586
void CEfstAction_IG_GRAND_JUDGEMENT::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
if (actor) {
g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_grand_judgement_buff"));
EffectLists* effects = g_effectMgr;
effects->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_grand_judgement_buff"));
}
}
@ -795,7 +799,8 @@ void CSkillAction_IG_GUARDIAN_SHIELD::Slot08(int level, CGameActor* source) {
// FUNCTION: fn_08647
void CEfstAction_IG_GUARD_STANCE::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
if (actor) {
g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guard_stance_loop_bottom"));
EffectLists* effects = g_effectMgr;
effects->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guard_stance_loop_bottom"));
}
}