rodecomp/Source/Contents/Skills/SkillActionSkyEmperor.cpp
ragnarok-clanker 34c674c2e7 Decompile 19 functions in Source/Contents/Skills/SkillActionShinkiroShiranui.cpp, Source/Contents/Skills/SkillActionSkyEmperor.cpp, ...
Batch #3199 by youko: 19 byte-identical, 0 confirmed by peer review.

- fn_08786 CSkillAction_SS_RAIDENPOU::Slot01: byte-identical
- fn_08787 CSkillAction_SS_RAIDENPOU::Slot02: byte-identical
- fn_08791 CSkillAction_SS_KINRYUUHOU::Slot01: byte-identical
- fn_08792 CSkillAction_SS_KINRYUUHOU::Slot02: byte-identical
- fn_08796 CSkillAction_SS_ANTENPOU::Slot01: byte-identical
- fn_08797 CSkillAction_SS_ANTENPOU::Slot02: byte-identical
- fn_08800 CSkillAction_SS_KAGEAKUMU::Slot01: byte-identical
- fn_08801 CSkillAction_SS_KAGEAKUMU::Slot02: byte-identical
- fn_08804 CSkillAction_SS_HITOUAKUMU::Slot01: byte-identical
- fn_08805 CSkillAction_SS_HITOUAKUMU::Slot02: byte-identical
- fn_08808 CSkillAction_SS_ANKOKURYUUAKUMU::Slot01: byte-identical
- fn_08809 CSkillAction_SS_ANKOKURYUUAKUMU::Slot02: byte-identical
- fn_08816 CSkillAction_SKE_ALL_IN_THE_SKY::Slot02: byte-identical
- fn_08832 CSkillAction_SKE_RISING_SUN::Slot02: byte-identical
- fn_08842 CSkillAction_SKE_NOON_BLAST::Slot02: byte-identical
- fn_08844 CSkillAction_SKE_SUNSET_BLAST::Slot02: byte-identical
- fn_08846 CSkillAction_SKE_RISING_MOON::Slot02: byte-identical
- fn_08856 CSkillAction_SKE_MIDNIGHT_KICK::Slot02: byte-identical
- fn_08859 CSkillAction_SKE_DAWN_BREAK::Slot02: byte-identical

Merged automatically: every function is byte-identical to the original.
Adds to the build: Source/Contents/Skills/SkillActionShinkiroShiranui.cpp, Source/Contents/Skills/SkillActionSkyEmperor.cpp
2026-10-29 20:54:33 +00:00

226 lines
6.1 KiB
C++

#include "Contents/Actors/GameActor.h"
#include "Contents/EffectResourceSwitcher.h"
#include "Contents/Effects/Effect.h"
#include "Contents/Effects/EffectLists.h"
#include "Contents/Skills/SkillInfo.h"
#include "Utility/Math/Vector3d.h"
#include <algorithm>
#include <cstdlib>
class CSkillObjectAction_SKE_STAR_CANNON : public CSkillObjectAction {
public:
void Slot00(int argument, CRenderObject* object, CGameActor* source) override;
};
class CSkillAction_SKE_ALL_IN_THE_SKY : public CSkillAction {
public:
int Slot02() override;
};
class CEfstAction_SKY_ENCHANT : 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_SKE_SKY_SUN : public CSkillAction {
public:
void Slot11(int level, CGameActor* source, CGameActor* target) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_SKE_SKY_MOON : 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_SKE_STAR_LIGHT_KICK : public CSkillAction {
public:
void Slot11(int level, CGameActor* source, CGameActor* target) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_SKE_RISING_SUN : public CSkillAction {
public:
int Slot02() override;
};
class CEfstAction_RISING_SUN : 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 CEfstAction_NOON_SUN : 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 CEfstAction_SUNSET_SUN : 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_SKE_NOON_BLAST : public CSkillAction {
public:
int Slot02() override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_SKE_SUNSET_BLAST : public CSkillAction {
public:
int Slot02() override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_SKE_RISING_MOON : public CSkillAction {
public:
int Slot02() override;
};
class CEfstAction_RISING_MOON : 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 CEfstAction_MIDNIGHT_MOON : 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 CEfstAction_DAWN_MOON : 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_SKE_MIDNIGHT_KICK : public CSkillAction {
public:
int Slot02() override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_SKE_DAWN_BREAK : public CSkillAction {
public:
int Slot02() override;
};
// OFFSET: 0x007975A0
// OFFSET: 0x007975F0
// FUNCTION: fn_08816
int CSkillAction_SKE_ALL_IN_THE_SKY::Slot02() {
return 53;
}
// OFFSET: 0x007977E0
// OFFSET: 0x00797A70
// OFFSET: 0x00797BB0
// OFFSET: 0x00797D40
// OFFSET: 0x007980C0
// OFFSET: 0x00798240
// OFFSET: 0x007984D0
// OFFSET: 0x00798770
// OFFSET: 0x007988D0
// OFFSET: 0x00798B90
// OFFSET: 0x00798D10
// FUNCTION: fn_08832
int CSkillAction_SKE_RISING_SUN::Slot02() {
return 52;
}
// OFFSET: 0x00798D20
// OFFSET: 0x00798FA0
// OFFSET: 0x007990D0
// OFFSET: 0x00799250
// OFFSET: 0x007994D0
// OFFSET: 0x00799600
// OFFSET: 0x00799780
// OFFSET: 0x00799A00
// OFFSET: 0x00799B30
// OFFSET: 0x00799CB0
// FUNCTION: fn_08842
int CSkillAction_SKE_NOON_BLAST::Slot02() {
return 52;
}
// OFFSET: 0x00799CC0
// OFFSET: 0x00799E30
// FUNCTION: fn_08844
int CSkillAction_SKE_SUNSET_BLAST::Slot02() {
return 52;
}
// OFFSET: 0x00799E40
// OFFSET: 0x0079A1C0
// FUNCTION: fn_08846
int CSkillAction_SKE_RISING_MOON::Slot02() {
return 53;
}
// OFFSET: 0x0079A1D0
// OFFSET: 0x0079A450
// OFFSET: 0x0079A580
// OFFSET: 0x0079A700
// OFFSET: 0x0079A980
// OFFSET: 0x0079AAB0
// OFFSET: 0x0079AC30
// OFFSET: 0x0079AEB0
// OFFSET: 0x0079AFE0
// OFFSET: 0x0079B160
// FUNCTION: fn_08856
int CSkillAction_SKE_MIDNIGHT_KICK::Slot02() {
return 53;
}
// OFFSET: 0x0079B1A0
// OFFSET: 0x0079B320
// FUNCTION: fn_08859
int CSkillAction_SKE_DAWN_BREAK::Slot02() {
return 53;
}