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.
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1 changed files with 10 additions and 5 deletions
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@ -170,7 +170,8 @@ void CEfstAction_IG_GUARDIAN_SHIELD::Slot00(int efstId, int value, int argument3
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// FUNCTION: fn_08592
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void CEfstAction_IG_GUARDIAN_SHIELD::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
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if (actor) {
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g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guardianshield_buff_loop"));
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EffectLists* effects = g_effectMgr;
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effects->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guardianshield_buff_loop"));
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}
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}
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@ -404,7 +405,8 @@ void CEfstAction_IG_ULTIMATE_SACRIFICE::Slot00(int efstId, int value, int argume
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// FUNCTION: fn_08619
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void CEfstAction_IG_ULTIMATE_SACRIFICE::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
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if (actor) {
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g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("ultimate_sacrifice_buff"));
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EffectLists* effects = g_effectMgr;
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effects->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("ultimate_sacrifice_buff"));
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}
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}
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@ -584,7 +586,8 @@ void CEfstAction_IG_ATTACK_STANCE::Slot00(int efstId, int value, int argument3,
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// FUNCTION: fn_08639
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void CEfstAction_IG_ATTACK_STANCE::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
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if (actor) {
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g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_attack_stance_loop_bottom"));
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EffectLists* effects = g_effectMgr;
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effects->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_attack_stance_loop_bottom"));
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}
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}
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@ -772,7 +775,8 @@ void CEfstAction_IG_GRAND_JUDGEMENT::Slot00(int efstId, int value, int argument3
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// FUNCTION: fn_08586
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void CEfstAction_IG_GRAND_JUDGEMENT::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
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if (actor) {
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g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_grand_judgement_buff"));
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EffectLists* effects = g_effectMgr;
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effects->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_grand_judgement_buff"));
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}
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}
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@ -795,7 +799,8 @@ void CSkillAction_IG_GUARDIAN_SHIELD::Slot08(int level, CGameActor* source) {
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// FUNCTION: fn_08647
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void CEfstAction_IG_GUARD_STANCE::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
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if (actor) {
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g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guard_stance_loop_bottom"));
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EffectLists* effects = g_effectMgr;
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effects->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guard_stance_loop_bottom"));
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}
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}
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