Batch #5431 by Yommy: 1 byte-identical, 10 confirmed by peer review. - fn_24290 CEffectMaker::Render: byte-identical - fn_24291 CGraffiSkill::Render: logic confirmed by peer review - fn_24292 CGroundScope::Render: logic confirmed by peer review - fn_24293 CMsgEffect::Render: logic confirmed by peer review - fn_24295 CArrowEffect::SendMsg: logic confirmed by peer review - fn_24296 CDummyEffectLauncher::SendMsg: logic confirmed by peer review - fn_24297 CEffectMaker::SendMsg: logic confirmed by peer review - fn_24298 CGraffiSkill::SendMsg: logic confirmed by peer review - fn_24299 CGroundScope::SendMsg: logic confirmed by peer review - fn_24300 CMandraAttackEffect::SendMsg: logic confirmed by peer review - fn_24301 CMsgEffect::SendMsg: logic confirmed by peer review Peer-reviewed-by: ntrl, bigodeira, willerthal, Snow, Lumen Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
207 lines
6 KiB
C++
207 lines
6 KiB
C++
#include "Contents/Actors/GroundScope.h"
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#include "Client/Mode/CGameMode.h"
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#include "Client/Mode/ModeMgr.h"
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#include "Contents/Configuration/ServiceOptions.h"
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#include "Contents/Ground/GroundGeometry.h"
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#include "Contents/Ground/GroundRendering.h"
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#include "Contents/Skills/SkillInfo.h"
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#include "Contents/World/World.h"
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#include "Render/Primitives/RenderQueues.h"
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#include "Render/Projection/RenderProjection.h"
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#include "Render/Renderer.h"
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#include "Render/TextureQuad.h"
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#include "Render/Textures/TextureCache.h"
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#include <cmath>
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#include <cstdint>
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#include <windows.h>
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#include <mmsystem.h>
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// GLOBAL: gl_24678
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int g_updateTick;
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// OFFSET: 0x00E4C2F0
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// FUNCTION: fn_24284
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bool CGroundScope::OnProcess() {
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if (this->m_lastingTime < timeGetTime()) {
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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: 0x00E4AE10
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// FUNCTION: fn_24267
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int CGroundScope::SkillScopeType(int skillId) {
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switch (skillId) {
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case 0x0B:
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case 0x19:
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case 0x2F:
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case 0x45:
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case 0x50:
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case 0x56:
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case 0x58:
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case 0x6E:
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case 0x81:
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case 0x82:
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case 0x89:
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case 0x8C:
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case 0x17D:
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case 0x1E3:
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case 0x8D5:
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return 3;
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case 0x11:
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case 0x15:
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case 0x46:
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case 0x5B:
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case 0x5C:
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case 0x1E4:
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case 0x302:
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case 0x7D5:
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case 0x7F0:
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case 0x7FC:
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return 5;
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case 0x4F:
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case 0x1DE:
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case 0x2DD:
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case 0x2E3:
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case 0x8BD:
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case 0x992:
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case 0x994:
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case 0x995:
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case 0x996:
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case 0x138E:
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case 0x1395:
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case 0x13A4:
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case 0x13B2:
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case 0x146B:
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case 0x146D:
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case 0x146E:
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case 0x149F:
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return 7;
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case 0x53:
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case 0x59:
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case 0x2D3:
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case 0x2DB:
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case 0x301:
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case 0x7D8:
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case 0x8D4:
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case 0x98E:
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case 0x138C:
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case 0x1462:
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case 0x1466:
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case 0x14C7:
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case 0x14F9:
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case 0x14FA:
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case 0x14FB:
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case 0x14FC:
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case 0x14FD:
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return 9;
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case 0x55:
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case 0x1461:
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return 11;
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case 0x2C4:
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case 0x8A5:
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return 18;
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case 0x149E:
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return 19;
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case 0x2E0:
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case 0x98F:
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case 0x991:
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return -2;
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default:
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return CSkillActionMgr::GetInstance()->ActionSlot14(skillId);
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}
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}
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// OFFSET: 0x00E50000
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// FUNCTION: fn_24292
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void CGroundScope::Render(int argument) {
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const int cellX = this->m_cellX;
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const int cellY = this->m_cellY;
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g_modeMgr.GetGameMode();
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CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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GroundGeometry* ground = mode->scene->ground;
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const float center = static_cast<float>(this->m_size) * 0.5f;
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const int half = this->m_size / 2;
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const int left = cellX - half;
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const int top = cellY - half;
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const float sine = static_cast<float>(std::sin(static_cast<double>(this->m_angle)));
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const float cosine = static_cast<float>(std::cos(static_cast<double>(this->m_angle)));
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const std::uint32_t color = (static_cast<unsigned>(sine * 40.0f) << 24) + 0x80FFFFFF;
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const RenderProjection projection = g_renderer->viewport.Projection();
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const bool depthAlpha = g_renderer->fog.supported != 0;
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GroundRenderContext context{
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projection, g_renderer->primitives, g_renderer->queues, g_renderer->viewport.width, g_renderer->viewport.height, g_renderer->frame, depthAlpha,
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g_depthStart, g_depthEnd
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};
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for (int row = 0; row < this->m_size; ++row) {
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for (int column = 0; column < this->m_size; ++column) {
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const float row0 = static_cast<float>(row) - center;
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const float row1 = static_cast<float>(row + 1) - center;
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const float column0 = static_cast<float>(column) - center;
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const float column1 = static_cast<float>(column + 1) - center;
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const float size = static_cast<float>(this->m_size);
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float uv[8];
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uv[0] = (row0 * sine + column0 * cosine + center) / size;
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uv[1] = (row0 * cosine - column0 * sine + center) / size;
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uv[2] = (row0 * sine + column1 * cosine + center) / size;
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uv[3] = (row0 * cosine - column1 * sine + center) / size;
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uv[4] = (row1 * sine + column0 * cosine + center) / size;
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uv[5] = (row1 * cosine - column0 * sine + center) / size;
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uv[6] = (row1 * sine + column1 * cosine + center) / size;
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uv[7] = (row1 * cosine - column1 * sine + center) / size;
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const char* name;
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std::uint32_t tint = color;
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if (this->m_skillId == 0x7F0) {
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name = g_serviceOptions.Get(0xE5) ? "effect\\mineffect\\new_poisonsmoke\\new_poisonsmoke_cast\\poi_magic_circle_1.tga"
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: "effect\\new_poisonsmoke\\new_poisonsmoke_cast\\poi_magic_circle_1.tga";
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} else if (this->m_skillId == 0x8A5) {
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name = "effect\\new_comet\\new_comet_cast_magicrune\\new_comet_cast_magicrune.tga";
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} else if (this->m_skillId == 0x149E) {
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name = "effect\\competentia\\competentia_cast_bottom\\com_rune_01.tga";
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tint = static_cast<unsigned char>(static_cast<int>(static_cast<float>(color >> 24) * 0.6f)) << 24 | 0xFFFFFF;
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} else {
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name = "effect\\magic_target.tga";
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}
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CTexture* texture = g_texMgr.Load(name, 0, false, true, false);
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ground->DrawGridDecal(*mode->scene->terrain, reinterpret_cast<const float*>(argument), left + column, top + row, tint, *texture, uv, context);
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}
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}
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if (g_updateTick != 0) {
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this->m_angle += this->m_angleSpeed;
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}
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}
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// OFFSET: 0x00E50DB0
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// FUNCTION: fn_24299
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void CGroundScope::SendMsg(CGameObject* sender, int message, int a, int b, int c, int d, int e, int f, int g, int h, int i, int, int, int, int) {
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switch (static_cast<std::int64_t>(a) << 32 | static_cast<std::uint32_t>(message)) {
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case 14:
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this->m_cellX = b;
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this->m_cellY = d;
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return;
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case 22:
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this->unknown_0158 = b;
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return;
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case 115:
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this->m_lastingTime = b;
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return;
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case 117:
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this->m_size = this->SkillScopeType(b) + 2;
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this->m_skillId = b;
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this->m_angleSpeed = this->m_size != 0 ? 0.5f / static_cast<float>(this->m_size) : 0.0f;
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return;
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}
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this->EffectActor::SendMsg(sender, message, a, b, c, d, e, f, g, h, i, 0, 0, 0, 0);
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}
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