Batch #14936 by ragnarok-clanker: no function's compiled code changes; checked with 158 compiled unit(s), including every includer of Source/Client/Mode/GameModeEnums.h, Source/Client/Mode/ModeMessage.h, Source/Contents/Actors/ActorEnums.h, Source/Contents/Actors/PetEnums.h, Source/Contents/Combat/CombatTypes.h, Source/Contents/Configuration/ServiceEnums.h, Source/Contents/Effects/EffectPrimId.h, Source/Contents/Hotkeys/InterfaceHotkey.h, Source/Contents/Items/ItemId.h, Source/Contents/Items/ItemType.h, Source/Network/Packets/ModeResultEnums.h, Source/Network/Packets/NoticeEnums.h, Source/Network/Packets/PacketId.h, Source/UI/Window/UIEnums.h, Source/UI/Window/WindowId.h.
210 lines
6.4 KiB
C++
210 lines
6.4 KiB
C++
#include "Contents/Actors/GroundScope.h"
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#include "Contents/Actors/ActorEnums.h"
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#include "Contents/Skills/SkillId.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/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/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: 0x00E4A450
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// FUNCTION: fn_24253
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CGroundScope::CGroundScope() {
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this->m_lastingTime = 0;
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this->m_size = 1;
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this->m_angle = 0.0f;
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this->m_skillId = -1;
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}
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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 MG_NAPALMBEAT:
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case AL_PNEUMA:
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case AC_SHOWER:
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case PR_BENEDICTIO:
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case WZ_FIREPILLAR:
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case WZ_WATERBALL:
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case WZ_FROSTNOVA:
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case BS_HAMMERFALL:
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case HT_BLITZBEAT:
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case HT_DETECTING:
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case AS_GRIMTOOTH:
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case AS_VENOMDUST:
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case SN_FALCONASSAULT:
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case HW_GANBANTEIN:
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case NC_ARMSCANNON:
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return 3;
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case MG_FIREBALL:
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case MG_THUNDERSTORM:
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case PR_SANCTUARY:
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case WZ_HEAVENDRIVE:
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case WZ_QUAGMIRE:
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case HW_GRAVITATION:
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case NPC_GROUNDDRIVE:
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case RK_WINDCUTTER:
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case GC_POISONSMOKE:
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case AB_EPICLESIS:
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return 5;
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case PR_MAGNUS:
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case CR_SLIMPITCHER:
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case NPC_MAGMA_ERUPTION:
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case NPC_CLOUD_KILL:
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case RA_DETONATOR:
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case SO_CLOUD_KILL:
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case SO_WARMER:
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case SO_VACUUM_EXTREME:
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case SO_VARETYR_SPEAR:
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case NC_MAGMA_ERUPTION:
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case LG_KINGS_GRACE:
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case SU_CN_METEOR:
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case SU_CN_METEOR2:
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case AG_TORNADO_STORM:
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case AG_FLORAL_FLARE_ROAD:
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case AG_ASTRAL_STRIKE:
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case CD_PNEUMATICUS_PROCELLA:
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return 7;
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case WZ_METEOR:
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case WZ_STORMGUST:
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case NPC_STORMGUST2:
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case NPC_DRAGONBREATH:
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case NPC_RAINOFMETEOR:
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case RK_DRAGONBREATH:
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case NC_COLDSLOWER:
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case SO_EARTHGRAVE:
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case RK_DRAGONBREATH_WATER:
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case AG_VIOLENT_QUAKE:
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case AG_ALL_BLOOM:
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case ABC_ABYSS_STRIKE:
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case EM_DIAMOND_STORM:
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case EM_LIGHTNING_LAND:
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case EM_VENOM_SWAMP:
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case EM_CONFLAGRATION:
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case EM_TERRA_DRIVE:
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return 9;
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case WZ_VERMILION:
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case AG_MYSTERY_ILLUSION:
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return 11;
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case NPC_COMET:
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case WL_COMET:
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return 18;
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case CD_COMPETENTIA:
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return 19;
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case NPC_PSYCHIC_WAVE:
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case SO_DIAMONDDUST:
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case SO_PSYCHIC_WAVE:
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return -2;
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default:
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return CSkillActionMgr::GetInstance()->GetSkillScopeType(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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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(reinterpret_cast<const float*>(argument), left + column, top + row, tint, *texture, uv);
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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 AM_SETPOS:
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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 AM_SETMASTERGID:
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this->unknown_0158 = b;
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return;
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case AM_SETTIME:
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this->m_lastingTime = b;
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return;
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case AM_SET_SKILL:
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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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