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
216 lines
5.4 KiB
C++
216 lines
5.4 KiB
C++
#include "Contents/Actors/GameActor.h"
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#include "Contents/EffectResourceSwitcher.h"
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#include "Contents/Effects/Effect.h"
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#include "Contents/Effects/EffectActor.h"
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#include "Contents/Effects/EffectLists.h"
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#include "Contents/MessageTable.h"
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#include "Contents/Skills/SkillInfo.h"
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#include "Utility/Math/Vector3d.h"
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class CSkillAction_TR_ROSEBLOSSOM : public CSkillAction {
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public:
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void Slot08(int level, CGameActor* source) override;
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void Slot15(int level, CGameActor* source, CGameActor* target) override;
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void Slot16(int level, CGameActor* source, CGameActor* target) override;
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};
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class CSkillAction_TR_ROSEBLOSSOM_ATK : public CSkillAction {
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public:
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void Slot16(int level, CGameActor* source, CGameActor* target) override;
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};
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class CSkillAction_TR_KVASIR_SONATA : public CSkillAction {
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public:
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void Slot08(int level, CGameActor* source) override;
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void Slot11(int level, CGameActor* source, CGameActor* target) override;
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};
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class CEfstAction_KVASIR_SONATA : public CEfstAction {
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public:
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EfstActionMessage Slot03() override;
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EfstActionMessage Slot04() override;
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};
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class CSkillAction_TR_PRON_MARCH : public CSkillAction {
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public:
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void Slot08(int level, CGameActor* source) override;
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void Slot11(int level, CGameActor* source, CGameActor* target) override;
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};
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class CEfstAction_PRON_MARCH : public CEfstAction {
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public:
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void Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
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EfstActionMessage Slot03() override;
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EfstActionMessage Slot04() override;
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};
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class CSkillAction_TR_JAWAII_SERENADE : public CSkillAction {
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public:
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void Slot08(int level, CGameActor* source) override;
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void Slot11(int level, CGameActor* source, CGameActor* target) override;
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};
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class CEfstAction_JAWAII_SERENADE : public CEfstAction {
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public:
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void Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
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EfstActionMessage Slot03() override;
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EfstActionMessage Slot04() override;
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};
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class CSkillAction_TR_AIN_RHAPSODY : public CSkillAction {
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public:
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void Slot08(int level, CGameActor* source) override;
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void Slot11(int level, CGameActor* source, CGameActor* target) override;
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};
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class CEfstAction_AIN_RHAPSODY : public CEfstAction {
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public:
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void Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
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EfstActionMessage Slot03() override;
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EfstActionMessage Slot04() override;
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};
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class CSkillAction_TR_GEF_NOCTURN : public CSkillAction {
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public:
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void Slot08(int level, CGameActor* source) override;
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void Slot11(int level, CGameActor* source, CGameActor* target) override;
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};
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class CEfstAction_GEF_NOCTURN : public CEfstAction {
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public:
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void Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
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EfstActionMessage Slot03() override;
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EfstActionMessage Slot04() override;
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};
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class CSkillAction_TR_RHYTHMICAL_WAVE : public CSkillAction {
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public:
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void Slot08(int level, CGameActor* source) override;
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void Slot11(int level, CGameActor* source, CGameActor* target) override;
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void Slot16(int level, CGameActor* source, CGameActor* target) override;
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};
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class CSkillAction_TR_METALIC_FURY : public CSkillAction {
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public:
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void Slot11(int level, CGameActor* source, CGameActor* target) override;
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};
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class CSkillAction_TR_MYSTIC_SYMPHONY : public CSkillAction {
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public:
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void Slot08(int level, CGameActor* source) override;
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void Slot11(int level, CGameActor* source, CGameActor* target) override;
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};
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class CEfstAction_MYSTIC_SYMPHONY : public CEfstAction {
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public:
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void Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
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void Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) override;
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void Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) override;
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EfstActionMessage Slot03() override;
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EfstActionMessage Slot04() override;
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};
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class CSkillAction_TR_RHYTHMSHOOTING : public CSkillAction {
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public:
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int Slot02() override;
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void Slot08(int level, CGameActor* source) override;
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void Slot15(int level, CGameActor* source, CGameActor* target) override;
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};
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class CSkillAction_TR_ROKI_CAPRICCIO : public CSkillAction {
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public:
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void Slot08(int level, CGameActor* source) override;
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void Slot11(int level, CGameActor* source, CGameActor* target) override;
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};
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// OFFSET: 0x007A20F0
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// OFFSET: 0x007A2120
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// OFFSET: 0x007A2290
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// OFFSET: 0x007A2400
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// OFFSET: 0x007A26A0
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// OFFSET: 0x007A2820
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// OFFSET: 0x007A2850
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// OFFSET: 0x007A2880
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// OFFSET: 0x007A2B20
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// OFFSET: 0x007A2CA0
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// OFFSET: 0x007A2CF0
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// OFFSET: 0x007A2D20
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// OFFSET: 0x007A2D50
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// OFFSET: 0x007A3000
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// OFFSET: 0x007A3190
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// OFFSET: 0x007A31E0
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// OFFSET: 0x007A3210
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// OFFSET: 0x007A3240
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// OFFSET: 0x007A33D0
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// OFFSET: 0x007A3550
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// OFFSET: 0x007A35A0
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// OFFSET: 0x007A35D0
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// OFFSET: 0x007A3600
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// OFFSET: 0x007A38A0
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// OFFSET: 0x007A3A30
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// OFFSET: 0x007A3A80
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// OFFSET: 0x007A3AB0
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// OFFSET: 0x007A3AE0
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// OFFSET: 0x007A3D90
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// OFFSET: 0x007A4010
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// OFFSET: 0x007A41A0
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// OFFSET: 0x007A4300
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// OFFSET: 0x007A4490
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// OFFSET: 0x007A4620
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// OFFSET: 0x007A47A0
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// OFFSET: 0x007A48E0
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// OFFSET: 0x007A4900
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// OFFSET: 0x007A4930
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// OFFSET: 0x007A4960
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// FUNCTION: fn_09014
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int CSkillAction_TR_RHYTHMSHOOTING::Slot02() {
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return 9;
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}
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// OFFSET: 0x007A4970
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// OFFSET: 0x007A4E00
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// OFFSET: 0x007A4F80
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// OFFSET: 0x007A5230
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// OFFSET: 0x007A53C0
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