rodecomp/Source/Contents/Skills/SkillActionWindHawk.cpp
ragnarok-clanker 36b5b05081 Decompile 66 functions in Source/Contents/Skills/SkillActionSpiritHandler.cpp, Source/Contents/Skills/SkillActionTroubadour.cpp, ...
Batch #4574 by youko: 0 byte-identical, 66 confirmed by peer review.

- fn_08949 CEfstAction_SANDY_FESTIVAL::Slot00: logic confirmed by peer review
- fn_08951 CSkillAction_SH_KI_SUL_RAMPAGE::Slot11: logic confirmed by peer review
- fn_08953 CSkillAction_SH_COLORS_OF_HYUN_ROK::Slot11: logic confirmed by peer review
- fn_08957 CSkillObjectAction_SH_HYUN_ROKS_BREEZE::Slot00: logic confirmed by peer review
- fn_08961 CSkillAction_SH_TEMPORARY_COMMUNION::Slot11: logic confirmed by peer review
- fn_08962 CEfstAction_TEMPORARY_COMMUNION::Slot00: logic confirmed by peer review
- fn_08963 CEfstAction_TEMPORARY_COMMUNION::Slot01: logic confirmed by peer review
- fn_08964 CEfstAction_TEMPORARY_COMMUNION::Slot02: logic confirmed by peer review
- fn_08967 CSkillAction_SH_BLESSING_OF_MYSTICAL_CREATURES::Slot11: logic confirmed by peer review
- fn_08969 CSkillAction_SH_CHUL_HO_BATTERING::Slot08: logic confirmed by peer review
- fn_08970 CSkillAction_SH_CHUL_HO_BATTERING::Slot11: logic confirmed by peer review
- fn_08971 CSkillAction_SH_CHUL_HO_BATTERING::Slot16: logic confirmed by peer review
- fn_08972 CSkillAction_SH_HYUN_ROK_SPIRIT_POWER::Slot08: logic confirmed by peer review
- fn_08973 CSkillAction_SH_HYUN_ROK_SPIRIT_POWER::Slot11: logic confirmed by peer review
- fn_08974 CSkillAction_SH_HYUN_ROK_SPIRIT_POWER::Slot16: logic confirmed by peer review
- fn_08975 CSkillAction_TR_ROSEBLOSSOM::Slot15: logic confirmed by peer review
- fn_08976 CSkillAction_TR_ROSEBLOSSOM::Slot16: logic confirmed by peer review
- fn_08977 CSkillAction_TR_ROSEBLOSSOM_ATK::Slot16: logic confirmed by peer review
- fn_08978 CSkillAction_TR_KVASIR_SONATA::Slot08: logic confirmed by peer review
- fn_08979 CSkillAction_TR_KVASIR_SONATA::Slot11: logic confirmed by peer review
- fn_08980 CEfstAction_KVASIR_SONATA::Slot03: logic confirmed by peer review
- fn_08981 CEfstAction_KVASIR_SONATA::Slot04: logic confirmed by peer review
- fn_08982 CSkillAction_TR_PRON_MARCH::Slot08: logic confirmed by peer review
- fn_08983 CSkillAction_TR_PRON_MARCH::Slot11: logic confirmed by peer review
- fn_08984 CEfstAction_PRON_MARCH::Slot00: logic confirmed by peer review
- fn_08985 CEfstAction_PRON_MARCH::Slot03: logic confirmed by peer review
- fn_08986 CEfstAction_PRON_MARCH::Slot04: logic confirmed by peer review
- fn_08987 CSkillAction_TR_JAWAII_SERENADE::Slot08: logic confirmed by peer review
- fn_08988 CSkillAction_TR_JAWAII_SERENADE::Slot11: logic confirmed by peer review
- fn_08989 CEfstAction_JAWAII_SERENADE::Slot00: logic confirmed by peer review
- fn_08990 CEfstAction_JAWAII_SERENADE::Slot03: logic confirmed by peer review
- fn_08991 CEfstAction_JAWAII_SERENADE::Slot04: logic confirmed by peer review
- fn_08992 CSkillAction_TR_AIN_RHAPSODY::Slot08: logic confirmed by peer review
- fn_08993 CSkillAction_TR_AIN_RHAPSODY::Slot11: logic confirmed by peer review
- fn_08994 CEfstAction_AIN_RHAPSODY::Slot00: logic confirmed by peer review
- fn_08995 CEfstAction_AIN_RHAPSODY::Slot03: logic confirmed by peer review
- fn_08996 CEfstAction_AIN_RHAPSODY::Slot04: logic confirmed by peer review
- fn_08997 CSkillAction_TR_GEF_NOCTURN::Slot08: logic confirmed by peer review
- fn_08998 CSkillAction_TR_GEF_NOCTURN::Slot11: logic confirmed by peer review
- fn_08999 CEfstAction_GEF_NOCTURN::Slot00: logic confirmed by peer review
- fn_09000 CEfstAction_GEF_NOCTURN::Slot03: logic confirmed by peer review
- fn_09001 CEfstAction_GEF_NOCTURN::Slot04: logic confirmed by peer review
- fn_09002 CSkillAction_TR_RHYTHMICAL_WAVE::Slot08: logic confirmed by peer review
- fn_09003 CSkillAction_TR_RHYTHMICAL_WAVE::Slot11: logic confirmed by peer review
- fn_09004 CSkillAction_TR_RHYTHMICAL_WAVE::Slot16: logic confirmed by peer review
- fn_09006 CSkillAction_TR_METALIC_FURY::Slot11: logic confirmed by peer review
- fn_09007 CSkillAction_TR_MYSTIC_SYMPHONY::Slot08: logic confirmed by peer review
- fn_09008 CSkillAction_TR_MYSTIC_SYMPHONY::Slot11: logic confirmed by peer review
- fn_09009 CEfstAction_MYSTIC_SYMPHONY::Slot00: logic confirmed by peer review
- fn_09010 CEfstAction_MYSTIC_SYMPHONY::Slot01: logic confirmed by peer review
- fn_09011 CEfstAction_MYSTIC_SYMPHONY::Slot02: logic confirmed by peer review
- fn_09012 CEfstAction_MYSTIC_SYMPHONY::Slot03: logic confirmed by peer review
- fn_09013 CEfstAction_MYSTIC_SYMPHONY::Slot04: logic confirmed by peer review
- fn_09015 CSkillAction_TR_RHYTHMSHOOTING::Slot08: logic confirmed by peer review
- fn_09018 CSkillAction_TR_ROKI_CAPRICCIO::Slot08: logic confirmed by peer review
- fn_09019 CSkillAction_TR_ROKI_CAPRICCIO::Slot11: logic confirmed by peer review
- fn_09020 CSkillAction_TR_ROSEBLOSSOM::Slot08: logic confirmed by peer review
- fn_09023 CSkillAction_WH_GALESTORM::Slot08: logic confirmed by peer review
- fn_09024 CSkillAction_WH_GALESTORM::Slot11: logic confirmed by peer review
- fn_09025 CSkillAction_WH_GALESTORM::Slot16: logic confirmed by peer review
- fn_09026 CSkillAction_WH_CALAMITYGALE::Slot08: logic confirmed by peer review
- fn_09027 CSkillAction_WH_CALAMITYGALE::Slot11: logic confirmed by peer review
- fn_09028 CEfstAction_CALAMITYGALE::Slot00: logic confirmed by peer review
- fn_09029 CEfstAction_CALAMITYGALE::Slot01: logic confirmed by peer review
- fn_09030 CEfstAction_CALAMITYGALE::Slot02: logic confirmed by peer review
- fn_09031 CEfstAction_CALAMITYGALE::Slot03: logic confirmed by peer review

Peer-reviewed-by: eAthena, meitogi, willerthal, Yommy
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-10-30 03:51:45 +00:00

197 lines
6.9 KiB
C++

#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/EZ2STREffectEx.h"
#include "Contents/Effects/Effect.h"
#include "Contents/Effects/EffectLists.h"
#include "Contents/MessageTable.h"
#include "Contents/Skills/SkillInfo.h"
class CSkillAction_WH_GALESTORM : 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_WH_CALAMITYGALE : public CSkillAction {
public:
void Slot08(int level, CGameActor* source) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_CALAMITYGALE : 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_WH_CRESCIVE_BOLT : public CSkillAction {
public:
int Slot01() override;
bool Slot06() override;
bool Slot07() override;
void Slot08(int level, CGameActor* source) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_WH_WILD_WALK : 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;
};
// OFFSET: 0x007A5A80
// FUNCTION: fn_09023
void CSkillAction_WH_GALESTORM::Slot08(int level, CGameActor* source) {
if (CEffect* effect = g_effectMgr->Spawn(
source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("galestorm_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0
)) {
effect->Slot14(level);
}
}
// OFFSET: 0x007A5BF0
// FUNCTION: fn_09024
void CSkillAction_WH_GALESTORM::Slot11(int level, CGameActor* source, CGameActor* target) {
if (source && target) {
g_effectMgr->Spawn(target->render.accountId, 1973, target->render.position.x, target->render.position.y, target->render.position.z, 0, level, 0, 0);
}
}
// OFFSET: 0x007A5C40
// FUNCTION: fn_09025
void CSkillAction_WH_GALESTORM::Slot16(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("galestorm_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x007A5DB0
// FUNCTION: fn_09026
void CSkillAction_WH_CALAMITYGALE::Slot08(int level, CGameActor* source) {
if (source) {
if (CEffect* effect = g_effectMgr->Spawn(
source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("calumitygale_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0
)) {
effect->Slot14(level);
}
}
}
// OFFSET: 0x007A5F40
// FUNCTION: fn_09027
void CSkillAction_WH_CALAMITYGALE::Slot11(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("calumitygale"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x007A60A0
// FUNCTION: fn_09028
void CEfstAction_CALAMITYGALE::Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) {
if (actor) {
g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("calumitygale_loop"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x007A6220
// FUNCTION: fn_09029
void CEfstAction_CALAMITYGALE::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
if (actor) {
g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("calumitygale_loop"));
}
}
// OFFSET: 0x007A6350
// FUNCTION: fn_09030
void CEfstAction_CALAMITYGALE::Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
this->Slot00(efstId, value, 0, 0, actor, false);
}
// OFFSET: 0x007A6370
// FUNCTION: fn_09031
EfstActionMessage CEfstAction_CALAMITYGALE::Slot03() {
return {LookupMessage(3805), 0xFFFF00};
}
// OFFSET: 0x007A63A0
// FUNCTION: fn_09032
EfstActionMessage CEfstAction_CALAMITYGALE::Slot04() {
return {LookupMessage(3806), 0xFF};
}
// OFFSET: 0x007A63D0
// FUNCTION: fn_09033
int CSkillAction_WH_CRESCIVE_BOLT::Slot01() {
return 18;
}
// OFFSET: 0x007A63F0
// FUNCTION: fn_09035
bool CSkillAction_WH_CRESCIVE_BOLT::Slot06() {
return true;
}
// OFFSET: 0x007A6400
// FUNCTION: fn_09036
bool CSkillAction_WH_CRESCIVE_BOLT::Slot07() {
return true;
}
// OFFSET: 0x007A6410
// FUNCTION: fn_09037
void CSkillAction_WH_CRESCIVE_BOLT::Slot08(int level, CGameActor* source) {
if (source) {
if (CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("crescivebolt_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0)) {
effect->Slot14(level);
}
}
}
// OFFSET: 0x007A6780
// FUNCTION: fn_09038
void CSkillAction_WH_CRESCIVE_BOLT::Slot16(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("crescivebolt_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x007A68F0
// FUNCTION: fn_09039
void CSkillAction_WH_WILD_WALK::Slot08(int level, CGameActor* source) {
if (source) {
if (CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("wild_walk_cast"), 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("wild_walk_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0)) {
effect->Slot14(level);
}
}
}
// OFFSET: 0x007A6B90
// FUNCTION: fn_09040
void CSkillAction_WH_WILD_WALK::Slot11(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("wild_walk"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
source->LaunchEffect(2425, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
}
}
// OFFSET: 0x007A6D20
// FUNCTION: fn_09041
void CSkillAction_WH_WILD_WALK::Slot16(int level, CGameActor* source, CGameActor* target) {
if (source && target) {
if (CEffect* effect = g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("wild_walk_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0)) {
effect->Slot17(ScreenAngle(&source->render.position.x, &target->render.position.x, static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->frame.view.values));
}
}
}