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