Batch #14290 by Yommy: 0 byte-identical, 1 confirmed by peer review. - fn_23444 AttackMotionLength: logic confirmed by peer review Peer-reviewed-by: ragnarok-clanker, kyoshi, Tanke, codeplay, raiken Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
50 lines
1.1 KiB
C++
50 lines
1.1 KiB
C++
#include "Contents/Actors/AttackMotion.h"
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#include "Contents/Items/WeaponType.h"
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#include "Contents/Jobs/JobId.h"
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// OFFSET: 0x00DDFB50
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// FUNCTION: fn_23444
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float AttackMotionLength(int job, int appearance, int equipment, int attackMode) {
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switch (attackMode) {
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case 0:
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switch (job) {
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case JT_MERCHANT:
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return 5.85f;
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case JT_THIEF:
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return 5.75f;
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}
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break;
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case 1:
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switch (job) {
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case JT_NOVICE:
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case JT_SUPERNOVICE:
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case JT_SUPERNOVICE_B:
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case JT_SUPERNOVICE2:
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case JT_SUPERNOVICE2_B:
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if (appearance == 1) {
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return 5.85f;
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}
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break;
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case JT_ASSASSIN:
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case JT_ASSASSIN_H:
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case JT_ASSASSIN_B:
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case JT_GUILLOTINE_CROSS:
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case JT_GUILLOTINE_CROSS_H:
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case JT_GUILLOTINE_CROSS_B:
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case JT_SHADOW_CROSS:
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switch (equipment) {
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case W_KATAR:
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case W_DOUBLE_DD:
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case W_DOUBLE_SS:
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case W_DOUBLE_AA:
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case W_DOUBLE_DS:
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case W_DOUBLE_DA:
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case W_DOUBLE_SA:
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return 3.0f;
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}
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break;
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}
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break;
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}
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return 6.0f;
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}
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