rodecomp/Source/Contents/Skills/SkillActionTroubadour.cpp
ragnarok-clanker efde6c3c94 Decompile 5 functions in Source/Contents/Skills/SkillActionSpiritHandler.cpp, Source/Contents/Skills/SkillActionTroubadour.cpp, ...
Batch #3224 by youko: 5 byte-identical, 0 confirmed by peer review.

- fn_08954 CSkillAction_SH_HYUN_ROKS_BREEZE::Slot03: byte-identical
- fn_08956 CSkillAction_SH_HYUN_ROKS_BREEZE::Slot14: byte-identical
- fn_08965 CSkillAction_SH_BLESSING_OF_MYSTICAL_CREATURES::Slot00: byte-identical
- fn_08968 CSkillAction_SH_CHUL_HO_BATTERING::Slot02: byte-identical
- fn_09014 CSkillAction_TR_RHYTHMSHOOTING::Slot02: byte-identical

Merged automatically: every function is byte-identical to the original.
Adds to the build: Source/Contents/Skills/SkillActionSpiritHandler.cpp, Source/Contents/Skills/SkillActionTroubadour.cpp, Source/Contents/Skills/SkillActionWindHawk.cpp
2026-10-29 21:01:18 +00:00

216 lines
5.4 KiB
C++

#include "Contents/Actors/GameActor.h"
#include "Contents/EffectResourceSwitcher.h"
#include "Contents/Effects/Effect.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 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;
};
class CSkillAction_TR_ROKI_CAPRICCIO : public CSkillAction {
public:
void Slot08(int level, CGameActor* source) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
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int CSkillAction_TR_RHYTHMSHOOTING::Slot02() {
return 9;
}
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