#include "Client/Mode/CGameMode.h" #include "Client/Mode/ModeMgr.h" #include "Contents/Actors/GameActor.h" #include "Contents/Actors/RenderObject.h" #include "Contents/Camera/Camera.h" #include "Contents/Configuration/ServiceOptions.h" #include "Contents/EffectResourceSwitcher.h" #include "Contents/Effects/EZ2STREffectEx.h" #include "Contents/Effects/Effect.h" #include "Contents/Effects/EffectActor.h" #include "Contents/Effects/EffectLists.h" #include "Contents/Effects/RagEffect.h" #include "Contents/Skills/SkillInfo.h" #include "Utility/Math/Vector3d.h" class CSkillAction_MT_SPARK_BLASTER : public CSkillAction { public: void Slot08(int level, CGameActor* source) override; void Slot11(int level, CGameActor* source, CGameActor* target) override; }; class CSkillAction_MT_TRIPLE_LASER : public CSkillAction { public: void Slot08(int level, CGameActor* source) override; void Slot11(int level, CGameActor* source, CGameActor* target) override; void Slot15(int level, CGameActor* source, CGameActor* target) override; }; class CSkillAction_MT_MIGHTY_SMASH : public CSkillAction { public: void Slot11(int level, CGameActor* source, CGameActor* target) override; bool Slot05() override; }; class CSkillAction_MT_ENERGY_CANNONADE : public CSkillAction { public: void Slot08(int level, CGameActor* source) override; void Slot11(int level, CGameActor* source, CGameActor* target) override; void Slot15(int level, CGameActor* source, CGameActor* target) override; void Slot16(int level, CGameActor* source, CGameActor* target) override; }; class CSkillAction_MT_RUSH_STRIKE : public CSkillAction { public: void Slot11(int level, CGameActor* source, CGameActor* target) override; void Slot16(int level, CGameActor* source, CGameActor* target) override; }; class CSkillAction_MT_POWERFUL_SWING : public CSkillAction { public: void Slot11(int level, CGameActor* source, CGameActor* target) override; void Slot16(int level, CGameActor* source, CGameActor* target) override; }; class CEfstAction_GRADUAL_GRAVITY : public CEfstAction { public: void Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override; void Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) override; void Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) override; }; // OFFSET: 0x0078CC50 // FUNCTION: fn_08652 void CSkillAction_MT_SPARK_BLASTER::Slot08(int level, CGameActor* source) { if (source) { static_cast(source)->LaunchEffect(1938, level / 16); } } // OFFSET: 0x0078CC80 // FUNCTION: fn_08653 void CSkillAction_MT_SPARK_BLASTER::Slot11(int level, CGameActor* source, CGameActor* target) { if (target) { g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("spark_blaster"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("spark_blaster_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); } } // OFFSET: 0x0078CF00 // FUNCTION: fn_08655 void CSkillAction_MT_TRIPLE_LASER::Slot08(int level, CGameActor* source) { if (source) { static_cast(source)->LaunchEffect(1938, level / 16); } } // OFFSET: 0x0078CF30 // FUNCTION: fn_08656 void CSkillAction_MT_TRIPLE_LASER::Slot11(int level, CGameActor* source, CGameActor* target) { } // OFFSET: 0x0078CF40 // FUNCTION: fn_08657 void CSkillAction_MT_TRIPLE_LASER::Slot15(int level, CGameActor* source, CGameActor* target) { if (source) { g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("triple_laser"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); } } // OFFSET: 0x0078D0B0 // FUNCTION: fn_08659 void CSkillAction_MT_MIGHTY_SMASH::Slot11(int level, CGameActor* source, CGameActor* target) { if (source) { g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("mighty_smash"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); } } // OFFSET: 0x0078D210 // FUNCTION: fn_08660 bool CSkillAction_MT_MIGHTY_SMASH::Slot05() { return true; } // OFFSET: 0x0078D230 // FUNCTION: fn_08662 void CSkillAction_MT_ENERGY_CANNONADE::Slot08(int level, CGameActor* source) { if (!source) { return; } CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("energy_cannonade_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); if (effect) { effect->Slot14(level); } effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("energy_cannonade_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); if (effect) { effect->Slot14(level); } } // OFFSET: 0x0078D4E0 // FUNCTION: fn_08663 void CSkillAction_MT_ENERGY_CANNONADE::Slot11(int level, CGameActor* source, CGameActor* target) { if (!source || !target) { return; } const float angle = ScreenAngle(&source->render.position.x, &target->render.position.x, static_cast(g_modeMgr.GetGameMode())->camera->frame.view.values); const vector3d position = source->render.position; CEffect* effect = g_effectMgr->Spawn(0, CEZ2STREffectMgr::GetInstance()->EffectId("energy_cannonade"), position.x, position.y, position.z, 0, -1, 0, 0); if (effect) { effect->Slot17(angle + 180.0f); } } // OFFSET: 0x0078D690 // FUNCTION: fn_08664 void CSkillAction_MT_ENERGY_CANNONADE::Slot15(int level, CGameActor* source, CGameActor* target) { if (source) { g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("energy_cannonade_hit_big"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); } } // OFFSET: 0x0078D810 // FUNCTION: fn_08665 void CSkillAction_MT_ENERGY_CANNONADE::Slot16(int level, CGameActor* source, CGameActor* target) { if (source) { g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("energy_cannonade_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); } } // OFFSET: 0x0078D9A0 // FUNCTION: fn_08667 void CSkillAction_MT_RUSH_STRIKE::Slot11(int level, CGameActor* source, CGameActor* target) { if (!source || !target) { return; } if (CRagEffect* ragEffect = static_cast(source)->LaunchEffect(1568, vector3d{0.0f, 0.0f, 0.0f}, 0.0f)) { ragEffect->SendMsg(nullptr, 14, 0, reinterpret_cast(&target->render.position), 0, 0, 0, 0); } g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rush_strike_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); CEffect* effect = g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rush_strike"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); if (effect) { effect->Slot26(source->render.previousAnimation % 8 >= 4); } } // OFFSET: 0x0078DCA0 // FUNCTION: fn_08668 void CSkillAction_MT_RUSH_STRIKE::Slot16(int level, CGameActor* source, CGameActor* target) { if (source) { g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rush_strike_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); } } // OFFSET: 0x0078DE20 // FUNCTION: fn_08670 void CSkillAction_MT_POWERFUL_SWING::Slot11(int level, CGameActor* source, CGameActor* target) { if (!source || !target) { return; } if (!g_serviceOptions.Get(229)) { CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("powerful_swing_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); if (effect) { effect->Slot17(ScreenAngle(&source->render.position.x, &target->render.position.x, static_cast(g_modeMgr.GetGameMode())->camera->frame.view.values) + 180.0f); } } CEffect* effect = g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("powerful_swing"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); if (effect) { effect->Slot26(source->render.previousAnimation % 8 >= 4); } } // OFFSET: 0x0078E130 // FUNCTION: fn_08671 void CSkillAction_MT_POWERFUL_SWING::Slot16(int level, CGameActor* source, CGameActor* target) { if (source) { g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("powerful_swing_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); } } // OFFSET: 0x0078E370 // FUNCTION: fn_08672 void CEfstAction_GRADUAL_GRAVITY::Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) { if (actor) { static_cast(actor)->LaunchEffect(779, vector3d{0.0f, 0.0f, 0.0f}, 0.0f); } } // OFFSET: 0x0078E3C0 // FUNCTION: fn_08673 void CEfstAction_GRADUAL_GRAVITY::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) { if (actor) { while (static_cast(actor)->state.Attachments().HasId(779)) { actor->SendMsg(nullptr, 109, 0, 779, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0); } } } // OFFSET: 0x0078E420 // FUNCTION: fn_08674 void CEfstAction_GRADUAL_GRAVITY::Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) { this->Slot00(efstId, value, 0, 0, actor, false); }