Batch #4509 by willerthal: 0 byte-identical, 1 confirmed by peer review. - fn_08626 CSkillAction_IG_RADIANT_SPEAR::Slot11: logic confirmed by peer review Peer-reviewed-by: eAthena, alisonrag, KWDev Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
778 lines
29 KiB
C++
778 lines
29 KiB
C++
#include "Client/Mode/CGameMode.h"
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#include "Client/Mode/ModeMgr.h"
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#include "Contents/Actors/GameActor.h"
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#include "Contents/Actors/Pc.h"
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#include "Contents/Camera/Camera.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/Effects/EZ2STREffectEx.h"
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#include "Contents/MessageTable.h"
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#include "Contents/Skills/SkillInfo.h"
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#include "Contents/Sound/SoundMgr.h"
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#include "Contents/World/World.h"
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#include "Utility/Math/Vector3d.h"
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#include <algorithm>
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#include <cstdlib>
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#include <format>
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#include <string>
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class CSkillAction_IG_GUARDIAN_SHIELD : 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_IG_GUARDIAN_SHIELD : 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_IG_HOLY_SHIELD : 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_IG_HOLY_SHIELD : 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_IG_JUDGEMENT_CROSS : 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 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_IG_OVERSLASH : 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_IG_REBOUND_SHIELD : 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_REBOUND_S : 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_IG_ULTIMATE_SACRIFICE : 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 CEfstAction_IG_ULTIMATE_SACRIFICE : 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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};
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class CSkillAction_IG_IMPERIAL_CROSS : public CSkillAction {
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public:
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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_IG_RADIANT_SPEAR : 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_IG_IMPERIAL_PRESSURE : 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_IG_SHIELD_SHOOTING : 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_IG_ATTACK_STANCE : 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 Slot11(int level, CGameActor* source, CGameActor* target) override;
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};
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class CEfstAction_IG_ATTACK_STANCE : 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_IG_GUARD_STANCE : 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 Slot11(int level, CGameActor* source, CGameActor* target) override;
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};
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class CEfstAction_IG_GUARD_STANCE : 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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};
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// OFFSET: 0x00787A30
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// FUNCTION: fn_08590
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void CSkillAction_IG_GUARDIAN_SHIELD::Slot11(int level, CGameActor* source, CGameActor* target) {
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if (source) {
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g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guardianshield"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guardianshield_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x00787CC0
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// FUNCTION: fn_08591
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void CEfstAction_IG_GUARDIAN_SHIELD::Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) {
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if (actor) {
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g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guardianshield_buff_start"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guardianshield_buff_loop"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x00787F60
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// FUNCTION: fn_08592
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void CEfstAction_IG_GUARDIAN_SHIELD::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
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if (actor) {
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g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guardianshield_buff_loop"));
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}
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}
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// OFFSET: 0x007880A0
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// FUNCTION: fn_08593
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void CEfstAction_IG_GUARDIAN_SHIELD::Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
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this->Slot00(efstId, value, 0, 0, actor, false);
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}
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// OFFSET: 0x007880C0
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// FUNCTION: fn_08594
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EfstActionMessage CEfstAction_IG_GUARDIAN_SHIELD::Slot03() {
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return {LookupMessage(3752), 0xFFFF00};
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}
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// OFFSET: 0x007880F0
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// FUNCTION: fn_08595
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EfstActionMessage CEfstAction_IG_GUARDIAN_SHIELD::Slot04() {
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return {LookupMessage(3753), 0xFF};
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}
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// OFFSET: 0x00788120
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// FUNCTION: fn_08596
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void CSkillAction_IG_HOLY_SHIELD::Slot08(int level, CGameActor* source) {
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CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_cast"),
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0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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if (effect) {
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effect->Slot14(level);
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}
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effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_cast_bottom"),
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0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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if (effect) {
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effect->Slot14(level);
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}
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}
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// OFFSET: 0x007883D0
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// FUNCTION: fn_08597
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void CSkillAction_IG_HOLY_SHIELD::Slot11(int level, CGameActor* source, CGameActor* target) {
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if (source) {
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g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x00788650
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// FUNCTION: fn_08598
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void CEfstAction_IG_HOLY_SHIELD::Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) {
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if (actor) {
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g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_loop"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_loop_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x007888E0
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// FUNCTION: fn_08599
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void CEfstAction_IG_HOLY_SHIELD::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
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if (actor) {
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g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_loop"));
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g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_loop_bottom"));
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}
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}
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// OFFSET: 0x00788B00
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// FUNCTION: fn_08600
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void CEfstAction_IG_HOLY_SHIELD::Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
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this->Slot00(efstId, value, 0, 0, actor, false);
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}
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// OFFSET: 0x00788B20
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// FUNCTION: fn_08601
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EfstActionMessage CEfstAction_IG_HOLY_SHIELD::Slot03() {
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return {LookupMessage(3756), 0xFFFF00};
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}
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// OFFSET: 0x00788B50
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// FUNCTION: fn_08602
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EfstActionMessage CEfstAction_IG_HOLY_SHIELD::Slot04() {
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return {LookupMessage(3757), 0xFF};
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}
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// OFFSET: 0x00788B90
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// FUNCTION: fn_08604
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void CSkillAction_IG_JUDGEMENT_CROSS::Slot08(int level, CGameActor* source) {
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if (!source) {
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return;
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}
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CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross_cast"),
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0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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if (effect) {
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effect->Slot14(level);
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}
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effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross_cast_bottom"),
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0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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if (effect) {
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effect->Slot14(level);
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}
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}
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// OFFSET: 0x00788E50
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// FUNCTION: fn_08605
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void CSkillAction_IG_JUDGEMENT_CROSS::Slot11(int level, CGameActor* source, CGameActor* target) {
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if (source && target) {
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const vector3d position = source->render.position;
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g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross_shot"), position.x, position.y, position.z,
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target->render.accountId, -1, 0, 0);
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}
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}
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// OFFSET: 0x00788FE0
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// FUNCTION: fn_08606
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void CSkillAction_IG_JUDGEMENT_CROSS::Slot15(int level, CGameActor* source, CGameActor* target) {
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if (source) {
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g_effectMgr->Spawn(0, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross_bottom"), source->render.position.x,
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source->render.position.y, source->render.position.z, 0, -1, 0, 0);
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g_effectMgr->Spawn(0, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross"), source->render.position.x,
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source->render.position.y, source->render.position.z, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x00789260
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// FUNCTION: fn_08607
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void CSkillAction_IG_JUDGEMENT_CROSS::Slot16(int level, CGameActor* source, CGameActor* target) {
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if (source) {
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g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x00789400
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// FUNCTION: fn_08609
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void CSkillAction_IG_OVERSLASH::Slot08(int level, CGameActor* source) {
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if (!source) {
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return;
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}
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CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_overslash_cast"),
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0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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if (effect) {
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effect->Slot14(level);
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}
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}
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// OFFSET: 0x00789590
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// FUNCTION: fn_08610
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void CSkillAction_IG_OVERSLASH::Slot11(int level, CGameActor* source, CGameActor* target) {
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if (target) {
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g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_overslash"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_overslash_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x00789800
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// FUNCTION: fn_08611
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void CSkillAction_IG_OVERSLASH::Slot16(int level, CGameActor* source, CGameActor* target) {
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if (source) {
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g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_overslash_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x00789980
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// FUNCTION: fn_08612
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void CSkillAction_IG_REBOUND_SHIELD::Slot08(int level, CGameActor* source) {
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if (!source) {
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return;
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}
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CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_rebound_shield_cast"),
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0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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if (effect) {
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effect->Slot14(level);
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}
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effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_rebound_shield_cast_bottom"),
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0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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if (effect) {
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effect->Slot14(level);
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}
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}
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// OFFSET: 0x00789C50
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// FUNCTION: fn_08613
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void CSkillAction_IG_REBOUND_SHIELD::Slot11(int level, CGameActor* source, CGameActor* target) {
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if (source) {
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g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_rebound_shield"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_rebound_shield_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x00789EE0
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// FUNCTION: fn_08614
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EfstActionMessage CEfstAction_REBOUND_S::Slot03() {
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return {LookupMessage(3754), 0xFFFF00};
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}
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// OFFSET: 0x00789F10
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// FUNCTION: fn_08615
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EfstActionMessage CEfstAction_REBOUND_S::Slot04() {
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return {LookupMessage(3755), 0xFF};
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}
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// OFFSET: 0x00789FA0
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// FUNCTION: fn_08617
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void CSkillAction_IG_ULTIMATE_SACRIFICE::Slot11(int level, CGameActor* source, CGameActor* target) {
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if (source) {
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g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("ultimatesacrifice_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("ultimatesacrifice"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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|
|
// 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) {
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this->Slot00(efstId, value, 0, 0, actor, false);
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}
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// OFFSET: 0x007879D0
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// FUNCTION: fn_08589
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void CSkillAction_IG_GUARDIAN_SHIELD::Slot08(int level, CGameActor* source) {
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if (source) {
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static_cast<EffectActor*>(source)->LaunchEffect(58, level / 16);
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g_soundMgr->PlayWave("effect\\EF_BeginSpell.wav", 0.0f, 0.0f, 0.0f, 250, 40, 1.0f, 0);
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}
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}
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