#include "Contents/Actors/AttackMotion.h" #include "Contents/Items/WeaponType.h" #include "Contents/Jobs/JobId.h" // OFFSET: 0x00DDFB50 // FUNCTION: fn_23444 float AttackMotionLength(int job, int appearance, int equipment, int attackMode) { switch (attackMode) { case 0: switch (job) { case JT_MERCHANT: return 5.85f; case JT_THIEF: return 5.75f; } break; case 1: switch (job) { case JT_NOVICE: case JT_SUPERNOVICE: case JT_SUPERNOVICE_B: case JT_SUPERNOVICE2: case JT_SUPERNOVICE2_B: if (appearance == 1) { return 5.85f; } break; case JT_ASSASSIN: case JT_ASSASSIN_H: case JT_ASSASSIN_B: case JT_GUILLOTINE_CROSS: case JT_GUILLOTINE_CROSS_H: case JT_GUILLOTINE_CROSS_B: case JT_SHADOW_CROSS: switch (equipment) { case W_KATAR: case W_DOUBLE_DD: case W_DOUBLE_SS: case W_DOUBLE_AA: case W_DOUBLE_DS: case W_DOUBLE_DA: case W_DOUBLE_SA: return 3.0f; } break; } break; } return 6.0f; }