rodecomp/Source/Contents/Skills/SkillActionImperialGuard.cpp
ragnarok-clanker 54dd1cf008 Decompile 34 functions in Source/Contents/Skills/SkillActionImperialGuard.cpp, Source/Contents/Skills/SkillActionMeister.cpp, ...
Batch #4772 by eAthena: 4 byte-identical, 30 confirmed by peer review.

- fn_08647 CEfstAction_IG_GUARD_STANCE::Slot01: logic confirmed by peer review
- fn_08648 CEfstAction_IG_GUARD_STANCE::Slot02: logic confirmed by peer review
- fn_08649 CEfstAction_IG_GUARD_STANCE::Slot03: logic confirmed by peer review
- fn_08650 CEfstAction_IG_GUARD_STANCE::Slot04: logic confirmed by peer review
- fn_08652 CSkillAction_MT_SPARK_BLASTER::Slot08: logic confirmed by peer review
- fn_08653 CSkillAction_MT_SPARK_BLASTER::Slot11: logic confirmed by peer review
- fn_08655 CSkillAction_MT_TRIPLE_LASER::Slot08: logic confirmed by peer review
- fn_08656 CSkillAction_MT_TRIPLE_LASER::Slot11: byte-identical
- fn_08657 CSkillAction_MT_TRIPLE_LASER::Slot15: logic confirmed by peer review
- fn_08659 CSkillAction_MT_MIGHTY_SMASH::Slot11: logic confirmed by peer review
- fn_08660 CSkillAction_MT_MIGHTY_SMASH::Slot05: byte-identical
- fn_08662 CSkillAction_MT_ENERGY_CANNONADE::Slot08: logic confirmed by peer review
- fn_08663 CSkillAction_MT_ENERGY_CANNONADE::Slot11: logic confirmed by peer review
- fn_08664 CSkillAction_MT_ENERGY_CANNONADE::Slot15: logic confirmed by peer review
- fn_08665 CSkillAction_MT_ENERGY_CANNONADE::Slot16: logic confirmed by peer review
- fn_08667 CSkillAction_MT_RUSH_STRIKE::Slot11: logic confirmed by peer review
- fn_08668 CSkillAction_MT_RUSH_STRIKE::Slot16: logic confirmed by peer review
- fn_08670 CSkillAction_MT_POWERFUL_SWING::Slot11: logic confirmed by peer review
- fn_08671 CSkillAction_MT_POWERFUL_SWING::Slot16: logic confirmed by peer review
- fn_08672 CEfstAction_GRADUAL_GRAVITY::Slot00: logic confirmed by peer review
- fn_08673 CEfstAction_GRADUAL_GRAVITY::Slot01: logic confirmed by peer review
- fn_08674 CEfstAction_GRADUAL_GRAVITY::Slot02: logic confirmed by peer review
- fn_08738 CEfstAction_NIGHTMARE::Slot00: logic confirmed by peer review
- fn_08739 CEfstAction_NIGHTMARE::Slot01: logic confirmed by peer review
- fn_08740 CEfstAction_NIGHTMARE::Slot02: logic confirmed by peer review
- fn_08741 CEfstAction_SHADOW_CLOCK::Slot00: logic confirmed by peer review
- fn_08742 CEfstAction_SHADOW_CLOCK::Slot01: logic confirmed by peer review
- fn_08743 CEfstAction_SHADOW_CLOCK::Slot02: logic confirmed by peer review
- fn_08744 CSkillObjectAction_SS_SBUNSHIN::Slot00: logic confirmed by peer review
- fn_08746 CSkillObjectAction_SS_KUNAITRAP::Slot00: logic confirmed by peer review
- fn_08748 CSkillAction_SS_TOKEDASU::Slot12: logic confirmed by peer review
- fn_08749 CSkillAction_SS_AKUMUKESU::Slot01: byte-identical
- fn_08750 CSkillAction_SS_AKUMUKESU::Slot02: byte-identical
- fn_08751 CSkillAction_SS_AKUMUKESU::Slot08: logic confirmed by peer review

Peer-reviewed-by: youko, KWDev, superintelligence, zindokar, ragnarok-clanker, OrangeCat
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
Adds to the build: Source/Contents/Skills/SkillActionMeister.cpp
2026-10-30 04:46:02 +00:00

808 lines
30 KiB
C++

#include "Client/Mode/CGameMode.h"
#include "Client/Mode/ModeMgr.h"
#include "Contents/Actors/GameActor.h"
#include "Contents/Actors/Pc.h"
#include "Contents/Camera/Camera.h"
#include "Contents/EffectResourceSwitcher.h"
#include "Contents/Effects/Effect.h"
#include "Contents/Effects/EffectActor.h"
#include "Contents/Effects/EffectLists.h"
#include "Contents/Effects/EZ2STREffectEx.h"
#include "Contents/MessageTable.h"
#include "Contents/Skills/SkillInfo.h"
#include "Contents/Sound/SoundMgr.h"
#include "Contents/World/World.h"
#include "Utility/Math/Vector3d.h"
#include <algorithm>
#include <cstdlib>
#include <format>
#include <string>
class CSkillAction_IG_GUARDIAN_SHIELD : public CSkillAction {
public:
void Slot08(int level, CGameActor* source) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_IG_GUARDIAN_SHIELD : 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_IG_HOLY_SHIELD : public CSkillAction {
public:
void Slot08(int level, CGameActor* source) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_IG_HOLY_SHIELD : 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_IG_JUDGEMENT_CROSS : public CSkillAction {
public:
void Slot08(int level, CGameActor* source) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
void Slot15(int level, CGameActor* source, CGameActor* target) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_IG_OVERSLASH : 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_IG_REBOUND_SHIELD : public CSkillAction {
public:
void Slot08(int level, CGameActor* source) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_REBOUND_S : public CEfstAction {
public:
EfstActionMessage Slot03() override;
EfstActionMessage Slot04() override;
};
class CSkillAction_IG_ULTIMATE_SACRIFICE : public CSkillAction {
public:
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_IG_ULTIMATE_SACRIFICE : 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;
};
class CSkillAction_IG_IMPERIAL_CROSS : public CSkillAction {
public:
void Slot11(int level, CGameActor* source, CGameActor* target) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_IG_RADIANT_SPEAR : 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_IG_IMPERIAL_PRESSURE : 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_IG_SHIELD_SHOOTING : 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_IG_ATTACK_STANCE : public CSkillAction {
public:
int Slot02() override;
void Slot08(int level, CGameActor* source) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_IG_ATTACK_STANCE : 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_IG_GUARD_STANCE : public CSkillAction {
public:
int Slot02() override;
void Slot08(int level, CGameActor* source) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_IG_GUARD_STANCE : 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;
};
// OFFSET: 0x00787A30
// FUNCTION: fn_08590
void CSkillAction_IG_GUARDIAN_SHIELD::Slot11(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guardianshield"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guardianshield_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00787CC0
// FUNCTION: fn_08591
void CEfstAction_IG_GUARDIAN_SHIELD::Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) {
if (actor) {
g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guardianshield_buff_start"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guardianshield_buff_loop"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00787F60
// FUNCTION: fn_08592
void CEfstAction_IG_GUARDIAN_SHIELD::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
if (actor) {
g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guardianshield_buff_loop"));
}
}
// OFFSET: 0x007880A0
// FUNCTION: fn_08593
void CEfstAction_IG_GUARDIAN_SHIELD::Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
this->Slot00(efstId, value, 0, 0, actor, false);
}
// OFFSET: 0x007880C0
// FUNCTION: fn_08594
EfstActionMessage CEfstAction_IG_GUARDIAN_SHIELD::Slot03() {
return {LookupMessage(3752), 0xFFFF00};
}
// OFFSET: 0x007880F0
// FUNCTION: fn_08595
EfstActionMessage CEfstAction_IG_GUARDIAN_SHIELD::Slot04() {
return {LookupMessage(3753), 0xFF};
}
// OFFSET: 0x00788120
// FUNCTION: fn_08596
void CSkillAction_IG_HOLY_SHIELD::Slot08(int level, CGameActor* source) {
CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_cast"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->Slot14(level);
}
effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_cast_bottom"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->Slot14(level);
}
}
// OFFSET: 0x007883D0
// FUNCTION: fn_08597
void CSkillAction_IG_HOLY_SHIELD::Slot11(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00788650
// FUNCTION: fn_08598
void CEfstAction_IG_HOLY_SHIELD::Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) {
if (actor) {
g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_loop"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_loop_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x007888E0
// FUNCTION: fn_08599
void CEfstAction_IG_HOLY_SHIELD::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
if (actor) {
g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_loop"));
g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_loop_bottom"));
}
}
// OFFSET: 0x00788B00
// FUNCTION: fn_08600
void CEfstAction_IG_HOLY_SHIELD::Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
this->Slot00(efstId, value, 0, 0, actor, false);
}
// OFFSET: 0x00788B20
// FUNCTION: fn_08601
EfstActionMessage CEfstAction_IG_HOLY_SHIELD::Slot03() {
return {LookupMessage(3756), 0xFFFF00};
}
// OFFSET: 0x00788B50
// FUNCTION: fn_08602
EfstActionMessage CEfstAction_IG_HOLY_SHIELD::Slot04() {
return {LookupMessage(3757), 0xFF};
}
// OFFSET: 0x00788B90
// FUNCTION: fn_08604
void CSkillAction_IG_JUDGEMENT_CROSS::Slot08(int level, CGameActor* source) {
if (!source) {
return;
}
CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross_cast"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->Slot14(level);
}
effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross_cast_bottom"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->Slot14(level);
}
}
// OFFSET: 0x00788E50
// FUNCTION: fn_08605
void CSkillAction_IG_JUDGEMENT_CROSS::Slot11(int level, CGameActor* source, CGameActor* target) {
if (source && target) {
const vector3d position = source->render.position;
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross_shot"), position.x, position.y, position.z,
target->render.accountId, -1, 0, 0);
}
}
// OFFSET: 0x00788FE0
// FUNCTION: fn_08606
void CSkillAction_IG_JUDGEMENT_CROSS::Slot15(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(0, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross_bottom"), source->render.position.x,
source->render.position.y, source->render.position.z, 0, -1, 0, 0);
g_effectMgr->Spawn(0, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross"), source->render.position.x,
source->render.position.y, source->render.position.z, 0, -1, 0, 0);
}
}
// OFFSET: 0x00789260
// FUNCTION: fn_08607
void CSkillAction_IG_JUDGEMENT_CROSS::Slot16(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00789400
// FUNCTION: fn_08609
void CSkillAction_IG_OVERSLASH::Slot08(int level, CGameActor* source) {
if (!source) {
return;
}
CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_overslash_cast"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->Slot14(level);
}
}
// OFFSET: 0x00789590
// FUNCTION: fn_08610
void CSkillAction_IG_OVERSLASH::Slot11(int level, CGameActor* source, CGameActor* target) {
if (target) {
g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_overslash"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_overslash_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00789800
// FUNCTION: fn_08611
void CSkillAction_IG_OVERSLASH::Slot16(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_overslash_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00789980
// FUNCTION: fn_08612
void CSkillAction_IG_REBOUND_SHIELD::Slot08(int level, CGameActor* source) {
if (!source) {
return;
}
CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_rebound_shield_cast"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->Slot14(level);
}
effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_rebound_shield_cast_bottom"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->Slot14(level);
}
}
// OFFSET: 0x00789C50
// FUNCTION: fn_08613
void CSkillAction_IG_REBOUND_SHIELD::Slot11(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_rebound_shield"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_rebound_shield_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00789EE0
// FUNCTION: fn_08614
EfstActionMessage CEfstAction_REBOUND_S::Slot03() {
return {LookupMessage(3754), 0xFFFF00};
}
// OFFSET: 0x00789F10
// FUNCTION: fn_08615
EfstActionMessage CEfstAction_REBOUND_S::Slot04() {
return {LookupMessage(3755), 0xFF};
}
// OFFSET: 0x00789FA0
// FUNCTION: fn_08617
void CSkillAction_IG_ULTIMATE_SACRIFICE::Slot11(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("ultimatesacrifice_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("ultimatesacrifice"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078A220
// FUNCTION: fn_08618
void CEfstAction_IG_ULTIMATE_SACRIFICE::Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) {
if (actor) {
g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("ultimate_sacrifice_buff"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078A3B0
// FUNCTION: fn_08619
void CEfstAction_IG_ULTIMATE_SACRIFICE::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
if (actor) {
g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("ultimate_sacrifice_buff"));
}
}
// OFFSET: 0x0078A500
// FUNCTION: fn_08620
void CEfstAction_IG_ULTIMATE_SACRIFICE::Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
this->Slot00(efstId, value, 0, 0, actor, false);
}
// OFFSET: 0x0078A530
// FUNCTION: fn_08622
void CSkillAction_IG_IMPERIAL_CROSS::Slot11(int level, CGameActor* source, CGameActor* target) {
if (target) {
g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("imperial_cross"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078A6A0
// FUNCTION: fn_08623
void CSkillAction_IG_IMPERIAL_CROSS::Slot16(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("imperial_cross_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078A830
// FUNCTION: fn_08625
void CSkillAction_IG_RADIANT_SPEAR::Slot08(int level, CGameActor* source) {
if (!source) {
return;
}
CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("radiant_spear_cast"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->Slot14(level);
}
}
// OFFSET: 0x0078A9C0
// FUNCTION: fn_08626
void CSkillAction_IG_RADIANT_SPEAR::Slot11(int level, CGameActor* source, CGameActor* target) {
if (!source || !target) {
return;
}
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
const float angle = ScreenAngle(&source->render.position.x, &target->render.position.x, mode->camera->frame.view.values);
std::string side = "left";
if (angle > 90.0f && angle < 270.0f) {
side = "right";
}
g_effectMgr->Spawn(0, CEZ2STREffectMgr::GetInstance()->EffectId(std::format("radiant_spear_{}down_bottom", side)), target->render.position.x,
target->render.position.y, target->render.position.z, 0, -1, 0, 0);
g_effectMgr->Spawn(0, CEZ2STREffectMgr::GetInstance()->EffectId(std::format("radiant_spear_{}down", side)), target->render.position.x,
target->render.position.y, target->render.position.z, 0, -1, 0, 0);
}
// OFFSET: 0x0078AC80
// FUNCTION: fn_08627
void CSkillAction_IG_RADIANT_SPEAR::Slot16(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("radiant_spear_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078AE00
// FUNCTION: fn_08628
void CSkillAction_IG_IMPERIAL_PRESSURE::Slot08(int level, CGameActor* source) {
if (!source) {
return;
}
CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("imperal_pressure_cast"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->Slot14(level);
}
}
// OFFSET: 0x0078AF90
// FUNCTION: fn_08629
void CSkillAction_IG_IMPERIAL_PRESSURE::Slot11(int level, CGameActor* source, CGameActor* target) {
if (target) {
g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("imperial_pressure"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("imperial_pressure_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078B210
// FUNCTION: fn_08630
void CSkillAction_IG_IMPERIAL_PRESSURE::Slot16(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("imperial_pressure_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078B3A0
// FUNCTION: fn_08632
void CSkillAction_IG_SHIELD_SHOOTING::Slot08(int level, CGameActor* source) {
CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("shield_shooting_cast"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->Slot14(level);
}
}
// OFFSET: 0x0078B520
// FUNCTION: fn_08633
void CSkillAction_IG_SHIELD_SHOOTING::Slot11(int level, CGameActor* source, CGameActor* target) {
if (!source || !target) {
return;
}
const vector3d position = source->render.position;
g_effectMgr->Spawn(source->render.accountId, 2183, position.x, position.y, position.z, target->render.accountId, -1, 0, 0);
const CPlayer* player = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->player;
g_soundMgr->PlayWave("effect\\IG_SHIELD_SHOOTING.wav", target->render.position.x - player->render.position.x, 0.0f,
target->render.position.z - player->render.position.z, 250, 40, 1.0f, 0);
}
// OFFSET: 0x0078B5E0
// FUNCTION: fn_08634
void CSkillAction_IG_SHIELD_SHOOTING::Slot16(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("shield_shooting_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078B760
// FUNCTION: fn_08635
int CSkillAction_IG_ATTACK_STANCE::Slot02() {
return 7;
}
// OFFSET: 0x0078B770
// FUNCTION: fn_08636
void CSkillAction_IG_ATTACK_STANCE::Slot08(int level, CGameActor* source) {
if (!source) {
return;
}
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_attack_stance_cast_start"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_attack_stance_cast"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->Slot14(level - 100);
}
effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_attack_stance_cast_bottom"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->Slot14(level - 100);
}
}
// OFFSET: 0x0078BB40
// FUNCTION: fn_08637
void CSkillAction_IG_ATTACK_STANCE::Slot11(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_attack_stance"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078BCC0
// FUNCTION: fn_08638
void CEfstAction_IG_ATTACK_STANCE::Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) {
if (actor) {
g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_attack_stance_loop_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078BE50
// FUNCTION: fn_08639
void CEfstAction_IG_ATTACK_STANCE::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
if (actor) {
g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_attack_stance_loop_bottom"));
}
}
// OFFSET: 0x0078BFA0
// FUNCTION: fn_08640
void CEfstAction_IG_ATTACK_STANCE::Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
this->Slot00(efstId, value, 0, 0, actor, false);
}
// OFFSET: 0x0078BFC0
// FUNCTION: fn_08641
EfstActionMessage CEfstAction_IG_ATTACK_STANCE::Slot03() {
return {LookupMessage(3748), 0xFFFF00};
}
// OFFSET: 0x0078BFF0
// FUNCTION: fn_08642
EfstActionMessage CEfstAction_IG_ATTACK_STANCE::Slot04() {
return {LookupMessage(3749), 0xFF};
}
// OFFSET: 0x0078C020
// FUNCTION: fn_08643
int CSkillAction_IG_GUARD_STANCE::Slot02() {
return 7;
}
// OFFSET: 0x0078C030
// FUNCTION: fn_08644
void CSkillAction_IG_GUARD_STANCE::Slot08(int level, CGameActor* source) {
if (!source) {
return;
}
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guard_stance_cast_start"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guard_stance_cast"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->Slot14(level - 100);
}
effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guard_stance_cast_bottom"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->Slot14(level - 100);
}
}
// OFFSET: 0x0078C400
// FUNCTION: fn_08645
void CSkillAction_IG_GUARD_STANCE::Slot11(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guard_stance"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078C570
// FUNCTION: fn_08646
void CEfstAction_IG_GUARD_STANCE::Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) {
if (actor) {
g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guard_stance_loop_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
class CSkillAction_IG_CROSS_RAIN : public CSkillAction {
public:
void Slot08(int level, CGameActor* source) override;
int Slot14() override;
};
class CSkillObjectAction_IG_CROSS_RAIN : public CSkillObjectAction {
public:
void Slot00(int argument, CRenderObject* object, CGameActor* source) override;
};
class CSkillAction_IG_GRAND_JUDGEMENT : public CSkillAction {
public:
void Slot08(int level, CGameActor* source) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_IG_GRAND_JUDGEMENT : 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;
};
// OFFSET: 0x00786AA0
// FUNCTION: fn_08579
void CSkillAction_IG_CROSS_RAIN::Slot08(int level, CGameActor* source) {
if (!source) {
return;
}
CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_cross_rain_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->Slot14(level);
}
effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_cross_rain_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->Slot14(level);
}
}
// OFFSET: 0x00786D50
// FUNCTION: fn_08580
int CSkillAction_IG_CROSS_RAIN::Slot14() {
return 9;
}
// OFFSET: 0x00786D60
// FUNCTION: fn_08581
void CSkillObjectAction_IG_CROSS_RAIN::Slot00(int argument, CRenderObject* object, CGameActor* source) {
if (object && source) {
g_effectMgr->Spawn(object->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_cross_rain_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
g_effectMgr->Spawn(object->render.accountId, 2462, object->render.position.x, object->render.position.y, object->render.position.z, 0, argument, 0, 0);
}
}
// OFFSET: 0x00786F30
// FUNCTION: fn_08583
void CSkillAction_IG_GRAND_JUDGEMENT::Slot08(int level, CGameActor* source) {
if (!source) {
return;
}
CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_grand_judgement_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->Slot14(level);
}
effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_grand_judgement_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->Slot14(level);
}
}
// OFFSET: 0x007871F0
// FUNCTION: fn_08584
void CSkillAction_IG_GRAND_JUDGEMENT::Slot11(int level, CGameActor* source, CGameActor* target) {
if (!target) {
return;
}
g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_grand_judgement"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_grand_judgement_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
const int subEffectId = CEZ2STREffectMgr::GetInstance()->EffectId("new_grand_judgement_sub");
for (int index = 0; index < 8; ++index) {
const float originX = target->render.position.x;
float x = originX;
const float y = target->render.position.y;
const float originZ = target->render.position.z;
float z = originZ;
switch (index & 3) {
case 1:
x = originX + static_cast<float>(std::max(rand() % 8, 0));
z = originZ + static_cast<float>(std::max(rand() % 8, 0));
break;
case 2:
x = originX + static_cast<float>(std::max(rand() % 8, 0));
z = originZ - static_cast<float>(std::max(rand() % 8, 0));
break;
case 3:
x = originX - static_cast<float>(std::max(rand() % 8, 0));
z = originZ + static_cast<float>(std::max(rand() % 8, 0));
break;
}
CEffect* effect = g_effectMgr->Spawn(0, subEffectId, x, y, z, 0, -1, 0, 0);
if (effect) {
effect->Slot16(140 * (index + 1));
}
}
}
// OFFSET: 0x007876E0
// FUNCTION: fn_08585
void CEfstAction_IG_GRAND_JUDGEMENT::Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) {
if (actor) {
g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_grand_judgement_buff"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00787860
// FUNCTION: fn_08586
void CEfstAction_IG_GRAND_JUDGEMENT::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
if (actor) {
g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_grand_judgement_buff"));
}
}
// OFFSET: 0x007879A0
// FUNCTION: fn_08587
void CEfstAction_IG_GRAND_JUDGEMENT::Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
this->Slot00(efstId, value, 0, 0, actor, false);
}
// OFFSET: 0x007879D0
// FUNCTION: fn_08589
void CSkillAction_IG_GUARDIAN_SHIELD::Slot08(int level, CGameActor* source) {
if (source) {
static_cast<EffectActor*>(source)->LaunchEffect(58, level / 16);
g_soundMgr->PlayWave("effect\\EF_BeginSpell.wav", 0.0f, 0.0f, 0.0f, 250, 40, 1.0f, 0);
}
}
// OFFSET: 0x0078C6F0
// FUNCTION: fn_08647
void CEfstAction_IG_GUARD_STANCE::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
if (actor) {
g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guard_stance_loop_bottom"));
}
}
// OFFSET: 0x0078C830
// FUNCTION: fn_08648
void CEfstAction_IG_GUARD_STANCE::Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
this->Slot00(efstId, value, 0, 0, actor, false);
}
// OFFSET: 0x0078C850
// FUNCTION: fn_08649
EfstActionMessage CEfstAction_IG_GUARD_STANCE::Slot03() {
return {LookupMessage(3750), 0xFFFF00};
}
// OFFSET: 0x0078C880
// FUNCTION: fn_08650
EfstActionMessage CEfstAction_IG_GUARD_STANCE::Slot04() {
return {LookupMessage(3751), 0xFF};
}