#include "Client/Mode/CGameMode.h" #include "Client/Mode/ModeMgr.h" #include "Contents/Actors/GameActor.h" #include "Contents/Camera/Camera.h" #include "Contents/EffectResourceSwitcher.h" #include "Contents/Effects/Effect.h" #include "Contents/Effects/EZ2STREffectEx.h" #include "Contents/Effects/EffectActor.h" #include "Contents/Effects/EffectLists.h" #include "Contents/MessageTable.h" #include "Contents/Skills/SkillInfo.h" #include "Utility/Math/Vector3d.h" class CSkillAction_TR_ROSEBLOSSOM : 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_TR_ROSEBLOSSOM_ATK : public CSkillAction { public: void Slot16(int level, CGameActor* source, CGameActor* target) override; }; class CSkillAction_TR_KVASIR_SONATA : public CSkillAction { public: void Slot08(int level, CGameActor* source) override; void Slot11(int level, CGameActor* source, CGameActor* target) override; }; class CEfstAction_KVASIR_SONATA : public CEfstAction { public: EfstActionMessage Slot03() override; EfstActionMessage Slot04() override; }; class CSkillAction_TR_PRON_MARCH : public CSkillAction { public: void Slot08(int level, CGameActor* source) override; void Slot11(int level, CGameActor* source, CGameActor* target) override; }; class CEfstAction_PRON_MARCH : public CEfstAction { public: void Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override; EfstActionMessage Slot03() override; EfstActionMessage Slot04() override; }; class CSkillAction_TR_JAWAII_SERENADE : public CSkillAction { public: void Slot08(int level, CGameActor* source) override; void Slot11(int level, CGameActor* source, CGameActor* target) override; }; class CEfstAction_JAWAII_SERENADE : public CEfstAction { public: void Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override; EfstActionMessage Slot03() override; EfstActionMessage Slot04() override; }; class CSkillAction_TR_AIN_RHAPSODY : public CSkillAction { public: void Slot08(int level, CGameActor* source) override; void Slot11(int level, CGameActor* source, CGameActor* target) override; }; class CEfstAction_AIN_RHAPSODY : public CEfstAction { public: void Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override; EfstActionMessage Slot03() override; EfstActionMessage Slot04() override; }; class CSkillAction_TR_GEF_NOCTURN : public CSkillAction { public: void Slot08(int level, CGameActor* source) override; void Slot11(int level, CGameActor* source, CGameActor* target) override; }; class CEfstAction_GEF_NOCTURN : public CEfstAction { public: void Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override; EfstActionMessage Slot03() override; EfstActionMessage Slot04() override; }; class CSkillAction_TR_RHYTHMICAL_WAVE : public CSkillAction { public: void Slot08(int level, CGameActor* source) override; void Slot11(int level, CGameActor* source, CGameActor* target) override; void Slot16(int level, CGameActor* source, CGameActor* target) override; }; class CSkillAction_TR_METALIC_FURY : public CSkillAction { public: void Slot11(int level, CGameActor* source, CGameActor* target) override; }; class CSkillAction_TR_MYSTIC_SYMPHONY : public CSkillAction { public: void Slot08(int level, CGameActor* source) override; void Slot11(int level, CGameActor* source, CGameActor* target) override; }; class CEfstAction_MYSTIC_SYMPHONY : 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; EfstActionMessage Slot03() override; EfstActionMessage Slot04() override; }; class CSkillAction_TR_RHYTHMSHOOTING : public CSkillAction { public: int Slot02() override; void Slot08(int level, CGameActor* source) override; void Slot15(int level, CGameActor* source, CGameActor* target) override; void Slot16(int level, CGameActor* source, CGameActor* target) override; }; class CSkillAction_TR_ROKI_CAPRICCIO : public CSkillAction { public: void Slot08(int level, CGameActor* source) override; void Slot11(int level, CGameActor* source, CGameActor* target) override; }; // OFFSET: 0x007A20F0 // FUNCTION: fn_08975 void CSkillAction_TR_ROSEBLOSSOM::Slot15(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::Slot16(int level, CGameActor* source, CGameActor* target) { if (source) { g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roseblossom_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); } } // OFFSET: 0x007A2290 // FUNCTION: fn_08977 void CSkillAction_TR_ROSEBLOSSOM_ATK::Slot16(int level, CGameActor* source, CGameActor* target) { if (source) { g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roseblossom_rose"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); } } // OFFSET: 0x007A2400 // FUNCTION: fn_08978 void CSkillAction_TR_KVASIR_SONATA::Slot08(int level, CGameActor* source) { if (source) { if (CEffect* effect = g_effectMgr->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("kvasirsonata_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0 )) { effect->Slot14(level); } if (CEffect* effect = g_effectMgr->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("kvasirsonata_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0 )) { effect->Slot14(level); } } } // OFFSET: 0x007A26A0 // FUNCTION: fn_08979 void CSkillAction_TR_KVASIR_SONATA::Slot11(int level, CGameActor* source, CGameActor* target) { if (source) { source->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0); g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("kvasirsonata"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); } } // OFFSET: 0x007A2820 // FUNCTION: fn_08980 EfstActionMessage CEfstAction_KVASIR_SONATA::Slot03() { return {LookupMessage(3791), 0xFFFF00}; } // OFFSET: 0x007A2850 // FUNCTION: fn_08981 EfstActionMessage CEfstAction_KVASIR_SONATA::Slot04() { return {LookupMessage(3792), 0xFF}; } // OFFSET: 0x007A2880 // FUNCTION: fn_08982 void CSkillAction_TR_PRON_MARCH::Slot08(int level, CGameActor* source) { if (source) { if (CEffect* effect = g_effectMgr->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("pronmarch_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0 )) { effect->Slot14(level); } if (CEffect* effect = g_effectMgr->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("pronmarch_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0 )) { effect->Slot14(level); } } } // OFFSET: 0x007A2B20 // FUNCTION: fn_08983 void CSkillAction_TR_PRON_MARCH::Slot11(int level, CGameActor* source, CGameActor* target) { if (source) { source->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0); g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("pronmarch"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); } } // OFFSET: 0x007A2CA0 // FUNCTION: fn_08984 void CEfstAction_PRON_MARCH::Slot00(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::Slot03() { return {LookupMessage(3803), 0xFFFF00}; } // OFFSET: 0x007A2D20 // FUNCTION: fn_08986 EfstActionMessage CEfstAction_PRON_MARCH::Slot04() { return {LookupMessage(3804), 0xFF}; } // OFFSET: 0x007A2D50 // FUNCTION: fn_08987 void CSkillAction_TR_JAWAII_SERENADE::Slot08(int level, CGameActor* source) { if (source) { if (CEffect* effect = g_effectMgr->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("jawaii_serenade_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0 )) { effect->Slot14(level); } if (CEffect* effect = g_effectMgr->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("jawaii_serenade_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0 )) { effect->Slot14(level); } } } // OFFSET: 0x007A3000 // FUNCTION: fn_08988 void CSkillAction_TR_JAWAII_SERENADE::Slot11(int level, CGameActor* source, CGameActor* target) { if (source) { source->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0); g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("jawaii_serenade"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); } } // OFFSET: 0x007A3190 // FUNCTION: fn_08989 void CEfstAction_JAWAII_SERENADE::Slot00(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::Slot03() { return {LookupMessage(3801), 0xFFFF00}; } // OFFSET: 0x007A3210 // FUNCTION: fn_08991 EfstActionMessage CEfstAction_JAWAII_SERENADE::Slot04() { return {LookupMessage(3802), 0xFF}; } // OFFSET: 0x007A3240 // FUNCTION: fn_08992 void CSkillAction_TR_AIN_RHAPSODY::Slot08(int level, CGameActor* source) { if (source) { if (CEffect* effect = g_effectMgr->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("ain_rhapsody_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0 )) { effect->Slot14(level); } } } // OFFSET: 0x007A33D0 // FUNCTION: fn_08993 void CSkillAction_TR_AIN_RHAPSODY::Slot11(int level, CGameActor* source, CGameActor* target) { if (source) { source->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0); g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("ain_rhapsody"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); } } // OFFSET: 0x007A3550 // FUNCTION: fn_08994 void CEfstAction_AIN_RHAPSODY::Slot00(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::Slot03() { return {LookupMessage(3797), 0xFF}; } // OFFSET: 0x007A35D0 // FUNCTION: fn_08996 EfstActionMessage CEfstAction_AIN_RHAPSODY::Slot04() { return {LookupMessage(3798), 0xFFFF00}; } // OFFSET: 0x007A3600 // FUNCTION: fn_08997 void CSkillAction_TR_GEF_NOCTURN::Slot08(int level, CGameActor* source) { if (source) { if (CEffect* effect = g_effectMgr->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("gef_nocturn_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0 )) { effect->Slot14(level); } if (CEffect* effect = g_effectMgr->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("gef_nocturn_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0 )) { effect->Slot14(level); } } } // OFFSET: 0x007A38A0 // FUNCTION: fn_08998 void CSkillAction_TR_GEF_NOCTURN::Slot11(int level, CGameActor* source, CGameActor* target) { if (source) { source->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0); g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("gef_nocturn"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); } } // OFFSET: 0x007A3A30 // FUNCTION: fn_08999 void CEfstAction_GEF_NOCTURN::Slot00(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::Slot03() { return {LookupMessage(3795), 0xFF}; } // OFFSET: 0x007A3AB0 // FUNCTION: fn_09001 EfstActionMessage CEfstAction_GEF_NOCTURN::Slot04() { return {LookupMessage(3796), 0xFFFF00}; } // OFFSET: 0x007A3AE0 // FUNCTION: fn_09002 void CSkillAction_TR_RHYTHMICAL_WAVE::Slot08(int level, CGameActor* source) { if (source) { if (CEffect* effect = g_effectMgr->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmical_wave_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0 )) { effect->Slot14(level); } if (CEffect* effect = g_effectMgr->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmical_wave_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0 )) { effect->Slot14(level); } } } // OFFSET: 0x007A3D90 // FUNCTION: fn_09003 void CSkillAction_TR_RHYTHMICAL_WAVE::Slot11(int level, CGameActor* source, CGameActor* target) { if (target) { g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmical_wave_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmical_wave"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); } } // OFFSET: 0x007A4010 // FUNCTION: fn_09004 void CSkillAction_TR_RHYTHMICAL_WAVE::Slot16(int level, CGameActor* source, CGameActor* target) { if (source) { g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmical_wave_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); } } // OFFSET: 0x007A41A0 // FUNCTION: fn_09006 void CSkillAction_TR_METALIC_FURY::Slot11(int level, CGameActor* source, CGameActor* target) { if (target) { g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("metalic_fury"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); } } // OFFSET: 0x007A4300 // FUNCTION: fn_09007 void CSkillAction_TR_MYSTIC_SYMPHONY::Slot08(int level, CGameActor* source) { if (source) { if (CEffect* effect = g_effectMgr->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("mysticsymphony_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0 )) { effect->Slot14(level); } } } // OFFSET: 0x007A4490 // FUNCTION: fn_09008 void CSkillAction_TR_MYSTIC_SYMPHONY::Slot11(int level, CGameActor* source, CGameActor* target) { if (source) { source->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0); g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("mysticsymphony"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); } } // OFFSET: 0x007A4620 // FUNCTION: fn_09009 void CEfstAction_MYSTIC_SYMPHONY::Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) { if (actor) { g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("mysticsymphony_note"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); } } // OFFSET: 0x007A47A0 // FUNCTION: fn_09010 void CEfstAction_MYSTIC_SYMPHONY::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) { if (actor) { g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("mysticsymphony_note")); } } // OFFSET: 0x007A48E0 // FUNCTION: fn_09011 void CEfstAction_MYSTIC_SYMPHONY::Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) { this->Slot00(efstId, value, 0, 0, actor, false); } // OFFSET: 0x007A4900 // FUNCTION: fn_09012 EfstActionMessage CEfstAction_MYSTIC_SYMPHONY::Slot03() { return {LookupMessage(3793), 0xFFFF00}; } // OFFSET: 0x007A4930 // FUNCTION: fn_09013 EfstActionMessage CEfstAction_MYSTIC_SYMPHONY::Slot04() { return {LookupMessage(3794), 0xFF}; } // OFFSET: 0x007A4960 // FUNCTION: fn_09014 int CSkillAction_TR_RHYTHMSHOOTING::Slot02() { return 9; } // OFFSET: 0x007A4970 // FUNCTION: fn_09015 void CSkillAction_TR_RHYTHMSHOOTING::Slot08(int level, CGameActor* source) { if (source) { if (CEffect* effect = g_effectMgr->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmshooting_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0 )) { effect->Slot14(level); } if (CEffect* effect = g_effectMgr->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmshooting_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0 )) { effect->Slot14(level); } } } // OFFSET: 0x007A4C20 // FUNCTION: fn_09016 void CSkillAction_TR_RHYTHMSHOOTING::Slot15(int level, CGameActor* source, CGameActor* target) { if (!source || !target) { return; } CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmshooting_shot"), 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->Slot17(angle + 180.0f); } } // OFFSET: 0x007A4E00 // FUNCTION: fn_09017 void CSkillAction_TR_RHYTHMSHOOTING::Slot16(int, CGameActor* source, CGameActor*) { if (source) { g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmshooting_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); } } // OFFSET: 0x007A4F80 // FUNCTION: fn_09018 void CSkillAction_TR_ROKI_CAPRICCIO::Slot08(int level, CGameActor* source) { if (source) { if (CEffect* effect = g_effectMgr->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roki_capriccio_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0 )) { effect->Slot14(level); } if (CEffect* effect = g_effectMgr->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roki_capriccio_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0 )) { effect->Slot14(level); } } } // OFFSET: 0x007A5230 // FUNCTION: fn_09019 void CSkillAction_TR_ROKI_CAPRICCIO::Slot11(int level, CGameActor* source, CGameActor* target) { if (source) { source->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0); g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roki_capriccio"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0); } } // OFFSET: 0x007A53C0 // FUNCTION: fn_09020 void CSkillAction_TR_ROSEBLOSSOM::Slot08(int level, CGameActor* source) { if (source) { if (CEffect* effect = g_effectMgr->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roseblossom_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0 )) { effect->Slot14(level); } if (CEffect* effect = g_effectMgr->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roseblossom_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0 )) { effect->Slot14(level); } } } // OFFSET: 0x007A5660 // FUNCTION: fn_09021 void CSkillAction_TR_ROSEBLOSSOM::Slot11(int level, CGameActor* source, CGameActor* target) { if (source && target) { if (CEffect* effect = g_effectMgr->Spawn( source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roseblossom_shot"), 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->Slot17(angle + 180.0f); } } }