Batch #18562 by ragnarok-clanker: forced by an admin (31 lower score(s), 132 changed function(s)); checked with 230 compiled unit(s), including every includer of Source/Client/Mode/CGameMode.h, Source/Contents/Actors/EffectActors.h, Source/Contents/Actors/GameActor.h, Source/Contents/Actors/GameObject.h, Source/Contents/Actors/GndRiser.h, Source/Contents/Actors/GroundScope.h, Source/Contents/Actors/Item.h, Source/Contents/Actors/MousePointer.h, Source/Contents/Actors/Npc.h, Source/Contents/Actors/Pc.h, Source/Contents/Actors/RenderObject.h, Source/Contents/Actors/Skill.h, Source/Contents/Effects/Core/DummyEffectLauncher.h, Source/Contents/Effects/Core/EffectActor.h, Source/Contents/Effects/Core/EffectMaker.h, Source/Contents/Effects/Core/MsgEffect.h, Source/Contents/Effects/Skills/ArrowEffect.h, Source/Contents/Effects/Skills/MandraAttackEffect.h, Source/Contents/SignBoard/SignBoard.h, Source/Contents/Skills/GraffiSkill.h, Source/Contents/Sound/SoundMaker.h.
279 lines
9 KiB
C++
279 lines
9 KiB
C++
#include "Contents/Effects/Skills/ArrowEffect.h"
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#include "Contents/Jobs/JobId.h"
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#include "Client/Mode/ModeMgr.h"
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#include "Resource/ResourceMgr.h"
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#include "Resource/Sprites/ActionResource.h"
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#include "Utility/Math/AffineMatrix.h"
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#include <windows.h>
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#include <timeapi.h>
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// OFFSET: 0x00E4A1A0
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// FUNCTION: fn_24250
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CArrowEffect::CArrowEffect() : startPos({0.0f, 0.0f, 0.0f}), velocity({0.0f, 0.0f, 0.0f}), targetPos({0.0f, 0.0f, 0.0f}) {
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this->Reset();
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}
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// OFFSET: 0x00E4BA20
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// FUNCTION: fn_24277
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void CArrowEffect::Reset() {
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this->render.animation = 0;
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this->startPos = this->render.position;
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this->startFrame = 0.0f;
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this->velocity.x = 0.0f;
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this->velocity.y = 0.0f;
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this->velocity.z = 0.0f;
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this->render.curMotion = 0;
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this->frameCount = 0;
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}
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// OFFSET: 0x00E4BE60
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// FUNCTION: fn_24280
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__declspec(safebuffers) bool CArrowEffect::OnProcess() {
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float frame = static_cast<float>(static_cast<double>(timeGetTime() - this->render.motionStartTime) / 24.0);
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if (this->startFrame > frame) {
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return true;
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}
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if (this->render.visible == 0) {
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this->render.visible = 1;
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vector3d target;
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target.x = 0.0f;
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target.y = 0.0f;
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target.z = 0.0f;
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if (this->targetAid == 0 || !this->GetTargetPos(this->targetAid, target)) {
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target.z = this->targetPos.z;
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target.x = this->targetPos.x;
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target.y = this->targetPos.y;
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}
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target.y -= 10.0f;
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this->velocity.z = target.z - this->render.position.z;
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this->velocity.y = target.y - this->render.position.y;
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this->velocity.x = (target.x - this->render.position.x) * 0.125f;
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this->velocity.y *= 0.125f;
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this->velocity.z *= 0.125f;
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float distance = this->CalcDist(target.x, target.y, target.z);
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if (distance < 40.0f) {
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this->speedScale = 40.0f / distance;
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this->velocity.x = this->speedScale * this->velocity.x;
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this->velocity.y = this->speedScale * this->velocity.y;
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this->velocity.z = this->speedScale * this->velocity.z;
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}
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this->Face(target.x, target.z);
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float dy = target.y - this->render.position.y;
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float dx = target.x - this->render.position.x;
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float dz = target.z - this->render.position.z;
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float inverse = 1.0f / SquareRoot(dy * dy + dx * dx + dz * dz);
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this->render.position.x += inverse * dx * 2.5f;
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this->render.position.y += inverse * dy * 2.5f;
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this->render.position.z += inverse * dz * 2.5f;
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}
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frame -= this->startFrame;
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++this->frameCount;
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this->render.previousAnimation = this->render.animation;
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if (this->frameCount > 8) {
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++this->render.curMotion;
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if (this->render.curMotion >= static_cast<int>(this->GetActRes()->FrameCount(this->render.previousAnimation))) {
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this->render.curMotion = static_cast<int>(this->GetActRes()->FrameCount(this->render.previousAnimation)) - 1;
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}
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}
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this->render.spriteAngle = this->GetDir(this->render.angle);
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g_modeMgr.GetGameMode();
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this->render.position.x = frame * this->velocity.x + this->startPos.x;
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this->render.position.y = frame * this->velocity.y + this->startPos.y;
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this->render.position.z = frame * this->velocity.z + this->startPos.z;
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if (frame > 8.0f / this->speedScale) {
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return false;
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}
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return true;
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}
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// OFFSET: 0x00E50500
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// FUNCTION: fn_24295
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void CArrowEffect::SendMsg(CGameObject* sender, std::int64_t message, std::int64_t b, std::int64_t c, std::int64_t d, std::int64_t e, std::int64_t f, std::int64_t g) {
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if (message == 14) {
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const char* sprite;
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const char* action;
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switch (static_cast<std::int64_t>(static_cast<std::uint64_t>(e))) {
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case JT_PARASITE:
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case JT_G_PARASITE:
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action = "몬스터\\PARASITE_BULLET.act";
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sprite = "몬스터\\PARASITE_BULLET.spr";
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break;
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case JT_LIVE_PEACH_TREE:
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case JT_G_LIVE_PEACH_TREE:
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action = "몬스터\\PEACH_TREE_BULLET.act";
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sprite = "몬스터\\PEACH_TREE_BULLET.spr";
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break;
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case JT_EVIL_CLOUD_HERMIT:
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case JT_G_EVIL_CLOUD_HERMIT:
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action = "몬스터\\GINSENG_BULLET.act";
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sprite = "몬스터\\GINSENG_BULLET.spr";
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break;
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case JT_STONE_SHOOTER:
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case JT_ILL_STONE_SHOOTER:
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action = "몬스터\\STONE_SHOOTER_BULLET.act";
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sprite = "몬스터\\STONE_SHOOTER_BULLET.spr";
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break;
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case JT_WOOTAN_SHOOTER:
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case JT_ILL_WOOTAN_SHOOTER:
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case JT_G_ILL_WOOTAN_SHOOTER:
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action = "몬스터\\WOOTAN_SHOOTER_BULLET.act";
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sprite = "몬스터\\WOOTAN_SHOOTER_BULLET.spr";
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break;
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case JT_POTON_CANON:
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action = "몬스터\\CANON_BULLET.act";
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sprite = "몬스터\\CANON_BULLET.spr";
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break;
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case JT_POTON_CANON_1:
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action = "몬스터\\CANON_BULLET_1.act";
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sprite = "몬스터\\CANON_BULLET_1.spr";
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break;
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case JT_POTON_CANON_2:
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action = "몬스터\\CANON_BULLET_2.act";
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sprite = "몬스터\\CANON_BULLET_2.spr";
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break;
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case JT_POTON_CANON_3:
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action = "몬스터\\CANON_BULLET_3.act";
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sprite = "몬스터\\CANON_BULLET_3.spr";
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break;
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case JT_LADY_TANEE:
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action = "몬스터\\LADY_TANEE_BULLET.act";
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sprite = "몬스터\\LADY_TANEE_BULLET.spr";
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break;
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case JT_RAGGED_ZOMBIE:
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action = "몬스터\\RAGGED_ZOMBIE_BULLET.act";
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sprite = "몬스터\\RAGGED_ZOMBIE_BULLET.spr";
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break;
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case JT_PHYLLA:
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action = "몬스터\\LADY_TANEE_BULLET.act";
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sprite = "몬스터\\LADY_TANEE_BULLET.spr";
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break;
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case JT_PETAL:
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action = "몬스터\\PETAL_BULLET.act";
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sprite = "몬스터\\PETAL_BULLET.spr";
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break;
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case JT_MG_CORRUPTION_ROOT:
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action = "몬스터\\MG_CORRUPTION_ROOT_BULLET.act";
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sprite = "몬스터\\MG_CORRUPTION_ROOT_BULLET.spr";
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break;
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case JT_E_MD_NYAILO:
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action = "몬스터\\e_nyailo_ammo.act";
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sprite = "몬스터\\e_nyailo_ammo.spr";
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break;
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case JT_TRIBE_DORAM:
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case JT_DO_SUMMONER:
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case JT_DO_CART_SUMMONER:
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case JT_DO_SUMMONER_B:
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case JT_DO_CART_SUMMONER_B:
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case JT_SPIRIT_HANDLER:
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case JT_SPIRIT_HANDLER_RIDING:
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action = "몬스터\\su_soulattack.act";
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sprite = "몬스터\\su_soulattack.spr";
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break;
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case JT_MD_C_CORRUPTION_ROOT:
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action = "몬스터\\mg_corruption_root_bullet.act";
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sprite = "몬스터\\mg_corruption_root_bullet.spr";
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break;
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case JT_SUMMON_HELLTREE:
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action = "몬스터\\SUMMON_HELLTREE_FRUIT.act";
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sprite = "몬스터\\SUMMON_HELLTREE_FRUIT.spr";
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break;
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case JT_EP19_LIMACINA:
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case JT_G_EP19_LIMACINA:
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action = "몬스터\\EP19_LIMACINA_BULLET.act";
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sprite = "몬스터\\EP19_LIMACINA_BULLET.spr";
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break;
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case JT_EP20_MELIBE_ICESLUG:
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action = "몬스터\\phylla_bullet.act";
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sprite = "몬스터\\phylla_bullet.spr";
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break;
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case JT_EP20_RGAN_WARLOCK:
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case JT_G_EP20_RGAN_WARLOCK:
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action = "몬스터\\canon_bullet_3.act";
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sprite = "몬스터\\canon_bullet_3.spr";
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break;
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case JT_MD_PRI_RIGEL_AC:
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case JT_MD_PRI_RIGEL_ACS:
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action = "몬스터\\RIGEL_BULLET.act";
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sprite = "몬스터\\RIGEL_BULLET.spr";
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break;
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case JT_RAYDRIC_ARCHER_H:
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case JT_MD_C_RAYDRIC_ARCHER:
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case JT_MD_C_RAY_ARCHER_G:
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action = "몬스터\\skel_archer_arrow.act";
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sprite = "몬스터\\skel_archer_arrow.spr";
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break;
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default:
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action = "몬스터\\skel_archer_arrow.act";
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sprite = "몬스터\\skel_archer_arrow.spr";
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break;
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}
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this->SetSpriteName(sprite);
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this->SetActionName(action);
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this->speedScale = 1.0f;
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this->render.position = *reinterpret_cast<const vector3d*>(static_cast<std::intptr_t>(b));
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this->render.position.y -= 10.0f;
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this->startPos.x = this->render.position.x;
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this->startPos.y = this->render.position.y;
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this->startPos.z = this->render.position.z;
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this->targetAid = static_cast<std::uint32_t>(c);
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this->render.visible = 0;
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this->GetTargetPos(static_cast<std::uint32_t>(c), this->targetPos);
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this->render.motionStartTime = timeGetTime();
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} else if (message == 64) {
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this->SetSpriteName("몬스터\\skel_archer_arrow.spr");
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this->SetActionName("몬스터\\skel_archer_arrow.act");
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this->speedScale = 1.0f;
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this->render.position = *reinterpret_cast<const vector3d*>(static_cast<std::intptr_t>(b));
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this->render.position.y -= 10.0f;
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this->startPos.x = this->render.position.x;
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this->startPos.y = this->render.position.y;
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this->startPos.z = this->render.position.z;
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this->targetPos = *reinterpret_cast<const vector3d*>(static_cast<std::intptr_t>(c));
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this->targetPos.y -= 10.0f;
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this->render.visible = 0;
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this->targetAid = 0;
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this->render.motionStartTime = timeGetTime();
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} else {
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this->CRenderObject::SendMsg(sender, message, b, c, d, e, 0, 0);
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return;
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}
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if ((f | g) != 0) {
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this->startFrame = *reinterpret_cast<const float*>(f);
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}
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}
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