#include "Client/Mode/CGameMode.h" #include "Client/Mode/ModeMgr.h" #include "Contents/Actors/GameActor.h" #include "Contents/Camera/Camera.h" #include "Contents/Effects/EffectResourceSwitcher.h" #include "Contents/Effects/Core/Effect.h" #include "Contents/Effects/Particles/EZ2STREffectEx.h" #include "Contents/Effects/Core/EffectActor.h" #include "Contents/Effects/Core/EffectLists.h" #include "Contents/Tables/MessageTable.h" #include "Contents/Skills/SkillInfo.h" #include "Utility/Math/Vector3d.h" #include "Resource/MSGSTRINGID.h" class CSkillAction_TR_ROSEBLOSSOM : public CSkillAction { public: void OnSkillCast(int level, CGameActor* source) override; void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override; void OnSkillHit(int level, CGameActor* source, CGameActor* target) override; void OnSkillDamage(int level, CGameActor* source, CGameActor* target) override; }; class CSkillAction_TR_ROSEBLOSSOM_ATK : public CSkillAction { public: void OnSkillDamage(int level, CGameActor* source, CGameActor* target) override; }; class CSkillAction_TR_KVASIR_SONATA : public CSkillAction { public: void OnSkillCast(int level, CGameActor* source) override; void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override; }; class CEfstAction_KVASIR_SONATA : public CEfstAction { public: EfstActionMessage GetEfstBeginMessage() override; EfstActionMessage GetEfstEndMessage() override; }; class CSkillAction_TR_PRON_MARCH : public CSkillAction { public: void OnSkillCast(int level, CGameActor* source) override; void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override; }; class CEfstAction_PRON_MARCH : public CEfstAction { public: void OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override; EfstActionMessage GetEfstBeginMessage() override; EfstActionMessage GetEfstEndMessage() override; }; class CSkillAction_TR_JAWAII_SERENADE : public CSkillAction { public: void OnSkillCast(int level, CGameActor* source) override; void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override; }; class CEfstAction_JAWAII_SERENADE : public CEfstAction { public: void OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override; EfstActionMessage GetEfstBeginMessage() override; EfstActionMessage GetEfstEndMessage() override; }; class CSkillAction_TR_AIN_RHAPSODY : public CSkillAction { public: void OnSkillCast(int level, CGameActor* source) override; void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override; }; class CEfstAction_AIN_RHAPSODY : public CEfstAction { public: void OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override; EfstActionMessage GetEfstBeginMessage() override; EfstActionMessage GetEfstEndMessage() override; }; class CSkillAction_TR_GEF_NOCTURN : public CSkillAction { public: void OnSkillCast(int level, CGameActor* source) override; void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override; }; class CEfstAction_GEF_NOCTURN : public CEfstAction { public: void OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override; EfstActionMessage GetEfstBeginMessage() override; EfstActionMessage GetEfstEndMessage() override; }; class CSkillAction_TR_RHYTHMICAL_WAVE : public CSkillAction { public: void OnSkillCast(int level, CGameActor* source) override; void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override; void OnSkillDamage(int level, CGameActor* source, CGameActor* target) override; }; class CSkillAction_TR_METALIC_FURY : public CSkillAction { public: int GetSkillAttackMotion() override; void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override; }; class CSkillAction_TR_MYSTIC_SYMPHONY : public CSkillAction { public: void OnSkillCast(int level, CGameActor* source) override; void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override; }; class CEfstAction_MYSTIC_SYMPHONY : public CEfstAction { public: void OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override; void OnEfstEnd(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) override; void OnEfstUpdate(int efstId, int value, int argument3, int argument4, CRenderObject* actor) override; EfstActionMessage GetEfstBeginMessage() override; EfstActionMessage GetEfstEndMessage() override; }; class CSkillAction_TR_RHYTHMSHOOTING : public CSkillAction { public: int GetSkillAttackMotion() override; void OnSkillCast(int level, CGameActor* source) override; void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override; void OnSkillHit(int level, CGameActor* source, CGameActor* target) override; }; class CSkillAction_TR_ROKI_CAPRICCIO : public CSkillAction { public: void OnSkillCast(int level, CGameActor* source) override; void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override; }; // OFFSET: 0x007A20F0 // FUNCTION: fn_08975 void CSkillAction_TR_ROSEBLOSSOM::OnSkillHit(int level, CGameActor* source, CGameActor* target) { if (CGameActor* actor = reinterpret_cast(level)) { actor->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0); } } // OFFSET: 0x007A2120 // FUNCTION: fn_08976 void CSkillAction_TR_ROSEBLOSSOM::OnSkillDamage(int level, CGameActor* source, CGameActor* target) { if (source) { EffectLists* effects = g_effectMgr; effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roseblossom_hit"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0); } } // OFFSET: 0x007A2290 // FUNCTION: fn_08977 void CSkillAction_TR_ROSEBLOSSOM_ATK::OnSkillDamage(int level, CGameActor* source, CGameActor* target) { if (source) { EffectLists* effects = g_effectMgr; effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roseblossom_rose"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0); } } // OFFSET: 0x007A2400 // FUNCTION: fn_08978 void CSkillAction_TR_KVASIR_SONATA::OnSkillCast(int level, CGameActor* source) { if (source) { EffectLists* effects = g_effectMgr; if (CEffect* effect = effects->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("kvasirsonata_cast_bottom"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0 )) { effect->SetLifeTime(level); } effects = g_effectMgr; if (CEffect* effect = effects->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("kvasirsonata_cast"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0 )) { effect->SetLifeTime(level); } } } // OFFSET: 0x007A26A0 // FUNCTION: fn_08979 void CSkillAction_TR_KVASIR_SONATA::OnSkillEffect(int level, CGameActor* source, CGameActor* target) { if (source) { source->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0); EffectLists* effects = g_effectMgr; effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("kvasirsonata"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0); } } // OFFSET: 0x007A2820 // FUNCTION: fn_08980 EfstActionMessage CEfstAction_KVASIR_SONATA::GetEfstBeginMessage() { return {LookupMessage(MSI_TR_MYSTIC_SYMPHONY_OFF), 0xFFFF00}; } // OFFSET: 0x007A2850 // FUNCTION: fn_08981 EfstActionMessage CEfstAction_KVASIR_SONATA::GetEfstEndMessage() { return {LookupMessage(MSI_TR_GEF_NOCTURN_ON), 0xFF}; } // OFFSET: 0x007A2880 // FUNCTION: fn_08982 void CSkillAction_TR_PRON_MARCH::OnSkillCast(int level, CGameActor* source) { if (source) { EffectLists* effects = g_effectMgr; if (CEffect* effect = effects->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("pronmarch_cast_bottom"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0 )) { effect->SetLifeTime(level); } effects = g_effectMgr; if (CEffect* effect = effects->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("pronmarch_cast"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0 )) { effect->SetLifeTime(level); } } } // OFFSET: 0x007A2B20 // FUNCTION: fn_08983 void CSkillAction_TR_PRON_MARCH::OnSkillEffect(int level, CGameActor* source, CGameActor* target) { if (source) { source->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0); EffectLists* effects = g_effectMgr; effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("pronmarch"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0); } } // OFFSET: 0x007A2CA0 // FUNCTION: fn_08984 void CEfstAction_PRON_MARCH::OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) { if (actor) { static_cast(actor)->LaunchEffect(2294, vector3d{0.0f, 0.0f, 0.0f}, 0.0f); } } // OFFSET: 0x007A2CF0 // FUNCTION: fn_08985 EfstActionMessage CEfstAction_PRON_MARCH::GetEfstBeginMessage() { return {LookupMessage(MSI_WH_CALAMITYGALE_OFF), 0xFFFF00}; } // OFFSET: 0x007A2D20 // FUNCTION: fn_08986 EfstActionMessage CEfstAction_PRON_MARCH::GetEfstEndMessage() { return {LookupMessage(MSI_WH_WIND_SIGN_ON), 0xFF}; } // OFFSET: 0x007A2D50 // FUNCTION: fn_08987 void CSkillAction_TR_JAWAII_SERENADE::OnSkillCast(int level, CGameActor* source) { if (source) { EffectLists* effects = g_effectMgr; if (CEffect* effect = effects->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("jawaii_serenade_cast_bottom"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0 )) { effect->SetLifeTime(level); } effects = g_effectMgr; if (CEffect* effect = effects->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("jawaii_serenade_cast"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0 )) { effect->SetLifeTime(level); } } } // OFFSET: 0x007A3000 // FUNCTION: fn_08988 void CSkillAction_TR_JAWAII_SERENADE::OnSkillEffect(int level, CGameActor* source, CGameActor* target) { if (source) { source->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0); EffectLists* effects = g_effectMgr; effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("jawaii_serenade"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0); } } // OFFSET: 0x007A3190 // FUNCTION: fn_08989 void CEfstAction_JAWAII_SERENADE::OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) { if (actor) { static_cast(actor)->LaunchEffect(2298, vector3d{0.0f, 0.0f, 0.0f}, 0.0f); } } // OFFSET: 0x007A31E0 // FUNCTION: fn_08990 EfstActionMessage CEfstAction_JAWAII_SERENADE::GetEfstBeginMessage() { return {LookupMessage(MSI_TR_PRON_MARCH_OFF), 0xFFFF00}; } // OFFSET: 0x007A3210 // FUNCTION: fn_08991 EfstActionMessage CEfstAction_JAWAII_SERENADE::GetEfstEndMessage() { return {LookupMessage(MSI_WH_CALAMITYGALE_ON), 0xFF}; } // OFFSET: 0x007A3240 // FUNCTION: fn_08992 void CSkillAction_TR_AIN_RHAPSODY::OnSkillCast(int level, CGameActor* source) { if (source) { EffectLists* effects = g_effectMgr; if (CEffect* effect = effects->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("ain_rhapsody_cast"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0 )) { effect->SetLifeTime(level); } } } // OFFSET: 0x007A33D0 // FUNCTION: fn_08993 void CSkillAction_TR_AIN_RHAPSODY::OnSkillEffect(int level, CGameActor* source, CGameActor* target) { if (source) { source->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0); EffectLists* effects = g_effectMgr; effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("ain_rhapsody"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0); } } // OFFSET: 0x007A3550 // FUNCTION: fn_08994 void CEfstAction_AIN_RHAPSODY::OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) { if (actor) { static_cast(actor)->LaunchEffect(2297, vector3d{0.0f, 0.0f, 0.0f}, 0.0f); } } // OFFSET: 0x007A35A0 // FUNCTION: fn_08995 EfstActionMessage CEfstAction_AIN_RHAPSODY::GetEfstBeginMessage() { return {LookupMessage(MSI_TR_MUSICAL_INTERLUDE_OFF), 0xFF}; } // OFFSET: 0x007A35D0 // FUNCTION: fn_08996 EfstActionMessage CEfstAction_AIN_RHAPSODY::GetEfstEndMessage() { return {LookupMessage(MSI_TR_JAWAII_SERENADE_ON), 0xFFFF00}; } // OFFSET: 0x007A3600 // FUNCTION: fn_08997 void CSkillAction_TR_GEF_NOCTURN::OnSkillCast(int level, CGameActor* source) { if (source) { EffectLists* effects = g_effectMgr; if (CEffect* effect = effects->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("gef_nocturn_cast_bottom"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0 )) { effect->SetLifeTime(level); } effects = g_effectMgr; if (CEffect* effect = effects->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("gef_nocturn_cast"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0 )) { effect->SetLifeTime(level); } } } // OFFSET: 0x007A38A0 // FUNCTION: fn_08998 void CSkillAction_TR_GEF_NOCTURN::OnSkillEffect(int level, CGameActor* source, CGameActor* target) { if (source) { source->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0); EffectLists* effects = g_effectMgr; effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("gef_nocturn"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0); } } // OFFSET: 0x007A3A30 // FUNCTION: fn_08999 void CEfstAction_GEF_NOCTURN::OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) { if (actor) { static_cast(actor)->LaunchEffect(2293, vector3d{0.0f, 0.0f, 0.0f}, 0.0f); } } // OFFSET: 0x007A3A80 // FUNCTION: fn_09000 EfstActionMessage CEfstAction_GEF_NOCTURN::GetEfstBeginMessage() { return {LookupMessage(MSI_TR_AIN_RHAPSODY_OFF), 0xFF}; } // OFFSET: 0x007A3AB0 // FUNCTION: fn_09001 EfstActionMessage CEfstAction_GEF_NOCTURN::GetEfstEndMessage() { return {LookupMessage(MSI_TR_MUSICAL_INTERLUDE_ON), 0xFFFF00}; } // OFFSET: 0x007A3AE0 // FUNCTION: fn_09002 void CSkillAction_TR_RHYTHMICAL_WAVE::OnSkillCast(int level, CGameActor* source) { if (source) { EffectLists* effects = g_effectMgr; if (CEffect* effect = effects->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmical_wave_cast_bottom"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0 )) { effect->SetLifeTime(level); } effects = g_effectMgr; if (CEffect* effect = effects->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmical_wave_cast"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0 )) { effect->SetLifeTime(level); } } } // OFFSET: 0x007A3D90 // FUNCTION: fn_09003 void CSkillAction_TR_RHYTHMICAL_WAVE::OnSkillEffect(int level, CGameActor* source, CGameActor* target) { if (target) { EffectLists* effects = g_effectMgr; effects->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmical_wave_bottom"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0); effects = g_effectMgr; effects->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmical_wave"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0); } } // OFFSET: 0x007A4010 // FUNCTION: fn_09004 void CSkillAction_TR_RHYTHMICAL_WAVE::OnSkillDamage(int level, CGameActor* source, CGameActor* target) { if (source) { EffectLists* effects = g_effectMgr; effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmical_wave_hit"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0); } } // OFFSET: 0x007A4190 // FUNCTION: fn_09005 int CSkillAction_TR_METALIC_FURY::GetSkillAttackMotion() { return 2; } // OFFSET: 0x007A41A0 // FUNCTION: fn_09006 void CSkillAction_TR_METALIC_FURY::OnSkillEffect(int level, CGameActor* source, CGameActor* target) { if (target) { EffectLists* effects = g_effectMgr; effects->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("metalic_fury"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0); } } // OFFSET: 0x007A4300 // FUNCTION: fn_09007 void CSkillAction_TR_MYSTIC_SYMPHONY::OnSkillCast(int level, CGameActor* source) { if (source) { EffectLists* effects = g_effectMgr; if (CEffect* effect = effects->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("mysticsymphony_cast"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0 )) { effect->SetLifeTime(level); } } } // OFFSET: 0x007A4490 // FUNCTION: fn_09008 void CSkillAction_TR_MYSTIC_SYMPHONY::OnSkillEffect(int level, CGameActor* source, CGameActor* target) { if (source) { source->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0); EffectLists* effects = g_effectMgr; effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("mysticsymphony"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0); } } // OFFSET: 0x007A4620 // FUNCTION: fn_09009 void CEfstAction_MYSTIC_SYMPHONY::OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) { if (actor) { EffectLists* effects = g_effectMgr; effects->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("mysticsymphony_note"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0); } } // OFFSET: 0x007A47A0 // FUNCTION: fn_09010 void CEfstAction_MYSTIC_SYMPHONY::OnEfstEnd(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) { if (actor) { EffectLists* effects = g_effectMgr; effects->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("mysticsymphony_note")); } } // OFFSET: 0x007A48E0 // FUNCTION: fn_09011 void CEfstAction_MYSTIC_SYMPHONY::OnEfstUpdate(int efstId, int value, int argument3, int argument4, CRenderObject* actor) { this->OnEfstBegin(efstId, value, 0, 0, actor, false); } // OFFSET: 0x007A4900 // FUNCTION: fn_09012 EfstActionMessage CEfstAction_MYSTIC_SYMPHONY::GetEfstBeginMessage() { return {LookupMessage(MSI_TR_GEF_NOCTURN_OFF), 0xFFFF00}; } // OFFSET: 0x007A4930 // FUNCTION: fn_09013 EfstActionMessage CEfstAction_MYSTIC_SYMPHONY::GetEfstEndMessage() { return {LookupMessage(MSI_TR_AIN_RHAPSODY_ON), 0xFF}; } // OFFSET: 0x007A4960 // FUNCTION: fn_09014 int CSkillAction_TR_RHYTHMSHOOTING::GetSkillAttackMotion() { return 9; } // OFFSET: 0x007A4970 // FUNCTION: fn_09015 void CSkillAction_TR_RHYTHMSHOOTING::OnSkillCast(int level, CGameActor* source) { if (source) { EffectLists* effects = g_effectMgr; if (CEffect* effect = effects->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmshooting_cast_bottom"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0 )) { effect->SetLifeTime(level); } effects = g_effectMgr; if (CEffect* effect = effects->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmshooting_cast"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0 )) { effect->SetLifeTime(level); } } } // OFFSET: 0x007A4C20 // FUNCTION: fn_09016 void CSkillAction_TR_RHYTHMSHOOTING::OnSkillEffect(int level, CGameActor* source, CGameActor* target) { if (!source || !target) { return; } EffectLists* effects = g_effectMgr; CEffect* effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmshooting_shot"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0); if (effect) { const float angle = ScreenAngle(&source->render.position.x, &target->render.position.x, static_cast(g_modeMgr.GetGameMode())->camera->frame.view.values); effect->SetAngle(angle + 180.0f); } } // OFFSET: 0x007A4E00 // FUNCTION: fn_09017 void CSkillAction_TR_RHYTHMSHOOTING::OnSkillHit(int, CGameActor* source, CGameActor*) { if (source) { EffectLists* effects = g_effectMgr; effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmshooting_hit"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0); } } // OFFSET: 0x007A4F80 // FUNCTION: fn_09018 void CSkillAction_TR_ROKI_CAPRICCIO::OnSkillCast(int level, CGameActor* source) { if (source) { EffectLists* effects = g_effectMgr; if (CEffect* effect = effects->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roki_capriccio_cast_bottom"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0 )) { effect->SetLifeTime(level); } effects = g_effectMgr; if (CEffect* effect = effects->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roki_capriccio_cast"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0 )) { effect->SetLifeTime(level); } } } // OFFSET: 0x007A5230 // FUNCTION: fn_09019 void CSkillAction_TR_ROKI_CAPRICCIO::OnSkillEffect(int level, CGameActor* source, CGameActor* target) { if (source) { source->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0); EffectLists* effects = g_effectMgr; effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roki_capriccio"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0); } } // OFFSET: 0x007A53C0 // FUNCTION: fn_09020 void CSkillAction_TR_ROSEBLOSSOM::OnSkillCast(int level, CGameActor* source) { if (source) { EffectLists* effects = g_effectMgr; if (CEffect* effect = effects->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roseblossom_cast_bottom"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0 )) { effect->SetLifeTime(level); } effects = g_effectMgr; if (CEffect* effect = effects->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roseblossom_cast"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0 )) { effect->SetLifeTime(level); } } } // OFFSET: 0x007A5660 // FUNCTION: fn_09021 void CSkillAction_TR_ROSEBLOSSOM::OnSkillEffect(int level, CGameActor* source, CGameActor* target) { if (source && target) { EffectLists* effects = g_effectMgr; if (CEffect* effect = effects->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roseblossom_shot"), vector3d{0.0f, 0.0f, 0.0f}, 0, -1, 0, 0 )) { const float angle = ScreenAngle( &source->render.position.x, &target->render.position.x, static_cast(g_modeMgr.GetGameMode())->camera->frame.view.values ); effect->SetAngle(angle + 180.0f); } } } // GLOBAL: gl_25933 static EfstActionRegistrar s_efstAction1260(1260, NewAction); // GLOBAL: gl_25934 static EfstActionRegistrar s_efstAction1259(1259, NewAction); // GLOBAL: gl_25935 static EfstActionRegistrar s_efstAction1262(1262, NewAction); // GLOBAL: gl_25936 static EfstActionRegistrar s_efstAction1257(1257, NewAction); // GLOBAL: gl_25937 static EfstActionRegistrar s_efstAction1256(1256, NewAction); // GLOBAL: gl_25938 static EfstActionRegistrar s_efstAction1263(1263, NewAction); // GLOBAL: gl_25939 static SkillActionRegistrar s_skillAction5360(5360, NewAction); // GLOBAL: gl_25940 static SkillActionRegistrar s_skillAction5358(5358, NewAction); // GLOBAL: gl_25941 static SkillActionRegistrar s_skillAction5362(5362, NewAction); // GLOBAL: gl_25942 static SkillActionRegistrar s_skillAction5352(5352, NewAction); // GLOBAL: gl_25943 static SkillActionRegistrar s_skillAction5356(5356, NewAction); // GLOBAL: gl_25944 static SkillActionRegistrar s_skillAction5351(5351, NewAction); // GLOBAL: gl_25945 static SkillActionRegistrar s_skillAction5364(5364, NewAction); // GLOBAL: gl_25946 static SkillActionRegistrar s_skillAction6521(6521, NewAction); // GLOBAL: gl_25947 static SkillActionRegistrar s_skillAction5355(5355, NewAction); // GLOBAL: gl_25948 static SkillActionRegistrar s_skillAction5359(5359, NewAction); // GLOBAL: gl_25949 static SkillActionRegistrar s_skillAction5353(5353, NewAction); // GLOBAL: gl_25950 static SkillActionRegistrar s_skillAction5354(5354, NewAction);