rodecomp/Source/Contents/Skills/SkillInfo.cpp
ragnarok-clanker 898712958b Decompile 3 functions in Source/Contents/Skills/SkillInfo.cpp, Source/Contents/Skills/SkillInfo.h
Batch #3108 by eAthena: 3 byte-identical, 0 confirmed by peer review.

- fn_08441 CSkillAction_BO_EXPLOSIVE_POWDER::Slot05: byte-identical
- fn_08475 CSkillAction_DK_MADNESS_CRUSHER::Slot04: byte-identical
- fn_08495 CSkillAction_DK_HACKANDSLASHER_ATK::Slot02: byte-identical

Merged automatically: every function is byte-identical to the original.
2026-10-29 20:31:24 +00:00

1533 lines
47 KiB
C++

#include "Client/Mode/ModeMgr.h"
#include "Client/Mode/CGameMode.h"
#include "Contents/Actors/GameActor.h"
#include "Contents/Actors/Pc.h"
#include "Contents/Configuration/ServiceOptions.h"
#include "Contents/EffectResourceSwitcher.h"
#include "Contents/Effects/EffectActor.h"
#include "Contents/Effects/EffectLists.h"
#include "Contents/Effects/EffectPrimitiveState.h"
#include "Contents/Effects/RagEffect.h"
#include "Contents/MessageTable.h"
#include "Contents/Skills/SkillId.h"
#include "Contents/Skills/SkillInfo.h"
#include "Contents/Sound/SoundMgr.h"
#include "Contents/UserData/NormalItemSlots.h"
#include "Contents/World/World.h"
#include "Resource/World/TerrainResource.h"
#include "Script/LuaScript.h"
#include "Utility/Math/AffineMatrix.h"
#include <algorithm>
#include <bit>
#include <cstdlib>
#include <format>
#include <memory>
class CEfstAction_ChangeSize : 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_CD_DIVINUS_FLOS : public CSkillAction {
public:
void Slot16(int level, CGameActor* source, CGameActor* target) override;
void Slot08(int level, CGameActor* source) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_GenderChange : 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_ShowEffect : public CEfstAction {
public:
void Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) override;
};
class CSkillAction_RA_UNLIMIT : public CSkillAction {
public:
void Slot08(int level, CGameActor* source) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_UNLIMIT : public CEfstAction {
public:
void Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool flag) 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_SHADOW_WEAPON : public CEfstAction {
public:
EfstActionMessage Slot03() override;
EfstActionMessage Slot04() override;
};
class CEfstAction_DANCING_KNIFE : 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_SHC_SHADOW_STAB : public CSkillAction {
public:
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_SHC_SHADOW_EXCEED : public CSkillAction {
public:
void Slot08(int level, CGameActor* source) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_SHADOW_EXCEED : 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_ABC_CHASING_BREAK : public CSkillAction {
public:
bool Slot07() override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_ABC_CHASING_SHOT : public CSkillAction {
public:
bool Slot07() override;
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_ABC_ABYSS_FLAME_ATK : public CSkillAction {
public:
bool Slot03(int argument) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_AG_ENERGY_CONVERSION : public CSkillAction {
public:
void Slot08(int level, CGameActor* source) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_SHC_ENCHANTING_SHADOW : public CSkillAction {
public:
void Slot08(int level, CGameActor* source) override;
};
class CSkillAction_SHC_IMPACT_CRATER : public CSkillAction {
public:
void Slot11(int level, CGameActor* source, CGameActor* target) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_SHC_CROSS_SLASH : public CSkillAction {
public:
void Slot11(int level, CGameActor* source, CGameActor* target) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_SHC_DANCING_KNIFE : public CSkillAction {
public:
void Slot08(int level, CGameActor* source) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_ABC_HIT_AND_SLIDING : public CSkillAction {
public:
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_ABC_ABYSS_FLAME : 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_EM_PSYCHIC_STREAM : 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_IQ_BLAZING_FLAME_BLAST : 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_BO_MAYHEMIC_THORNS : public CSkillAction {
public:
void Slot08(int level, CGameActor* source) override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_BO_EXPLOSIVE_POWDER : public CSkillAction {
public:
bool Slot05() override;
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_BO_MYSTERY_POWDER : public CSkillAction {
public:
void Slot11(int level, CGameActor* source, CGameActor* target) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_MYSTERY_POWDER : 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_BO_DUST_EXPLOSION : public CSkillAction {
public:
void Slot11(int level, CGameActor* source, CGameActor* target) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_DK_VIGOR : public CSkillAction {
public:
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_VIGOR : 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 Slot04() override;
};
class CSkillAction_DK_SERVANTWEAPON_ATK : public CSkillAction {
public:
void Slot15(int level, CGameActor* source, CGameActor* target) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_SERVANTWEAPON : public CEfstAction {
public:
void Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) override;
EfstActionMessage Slot04() override;
};
class CEfstAction_SERVANT_SIGN : 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_DK_SERVANT_W_PHANTOM : public CSkillAction {
public:
void Slot11(int level, CGameActor* source, CGameActor* target) override;
void Slot15(int caster, CGameActor* target, CGameActor* argument3) override;
};
class CSkillAction_DK_SERVANT_W_DEMOL : public CSkillAction {
public:
void Slot11(int level, CGameActor* source, CGameActor* target) override;
void Slot15(int caster, CGameActor* target, CGameActor* argument3) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_DK_STORMSLASH : public CSkillAction {
public:
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_DK_MADNESS_CRUSHER : public CSkillAction {
public:
bool Slot04() override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_DK_DRAGONIC_PIERCE : public CSkillAction {
public:
void Slot08(int level, CGameActor* source) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_DK_DRAGONIC_BREATH : public CSkillAction {
public:
void Slot11(int level, CGameActor* source, CGameActor* target) override;
void Slot15(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_DK_CHARGINGPIERCE : public CSkillAction {
public:
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_CHARGINGPIERCE : public CEfstAction {
public:
EfstActionMessage Slot04() override;
};
class CEfstAction_CHARGINGPIERCE_COUNT : public CEfstAction {
public:
void Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) override;
};
class CSkillAction_DK_HACKANDSLASHER : public CSkillAction {
public:
void Slot11(int level, CGameActor* source, CGameActor* target) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_DK_HACKANDSLASHER_ATK : public CSkillAction {
public:
int Slot02() override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_NPC_BLOCK_EXPLOSION : public CSkillAction {
public:
void Slot11(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_NPC_FROST_FIELD : public CSkillAction {
public:
void Slot11(int level, CGameActor* source, CGameActor* target) override;
void Slot16(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_FROST_STORM : 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;
};
__declspec(noinline) CEffect* SpawnDustExplosion(int quadrant, const vector3d& position);
// GLOBAL: gl_24640
CSkillActionMgr* g_skillActionMgr;
// INLINED
CSkillActionMgr::~CSkillActionMgr() = default;
// OFFSET: 0x00773480
// FUNCTION: fn_08311
CSkillInfo::CSkillInfo() : available(1), id(0), level(0), name(nullptr), unknown_0028(0), unknown_0030(0), unknown_0034(0) {
}
// OFFSET: 0x00773400
// FUNCTION: fn_08310
CSkillInfo::CSkillInfo(int) : available(0), id(0), level(0), name("Unknown-Skill"), unknown_0028(0), unknown_0030(0), unknown_0034(0) {
}
// OFFSET: 0x0076FD70
// FUNCTION: fn_08254
CSkillInfo::CSkillInfo(const CSkillInfo& other) {
*this = other;
}
// OFFSET: 0x009149F0
// FUNCTION: fn_12543
CSkillInfo& CSkillInfo::operator=(const CSkillInfo& other) {
this->available = other.available;
if (this == &other) {
return *this;
}
this->id = other.id;
this->unknown_000C = other.unknown_000C;
this->level = other.level;
this->unknown_0014 = other.unknown_0014;
this->unknown_0018 = other.unknown_0018;
this->unknown_001C = other.unknown_001C;
this->name = other.name;
this->unknown_0024 = other.unknown_0024;
this->unknown_0028 = other.unknown_0028;
this->unknown_002C = other.unknown_002C;
this->unknown_0030 = other.unknown_0030;
this->unknown_0034 = other.unknown_0034;
this->entries = other.entries;
return *this;
}
// OFFSET: 0x00773500
// FUNCTION: fn_08312
CSkillInfo::~CSkillInfo() = default;
// OFFSET: 0x00774710
// FUNCTION: fn_08325
bool CSkillInfo::IsValid() const {
return this->available != 0 && this->level != 0;
}
// OFFSET: 0x008AC440
// FUNCTION: fn_11732
bool CSkillInfo::MatchesShortcut(const NormalItemSlot* slot) const {
if (!slot || !this->IsValid()) {
return false;
}
const auto requested = slot->unknown_0005;
return requested != 0 && (this->id != slot->itemId || this->level >= requested);
}
// OFFSET: 0x00773550
// FUNCTION: fn_08313
int CSkillInfo::UseApAmount(LuaScript& script, int skillLevel) const {
int amount = 0;
script.Call("GetLevelUseApAmount", "dd>d", static_cast<int>(this->id), skillLevel, &amount);
return amount;
}
// OFFSET: 0x00773620
// FUNCTION: fn_08314
int CSkillInfo::UseSpAmount(LuaScript& script, int skillLevel) const {
int amount = 0;
script.Call("GetLevelUseSpAmount", "dd>d", static_cast<int>(this->id), skillLevel, &amount);
return amount;
}
// OFFSET: 0x007736F0
// FUNCTION: fn_08315
const char* CSkillInfo::DisplayName(LuaScript& script) const {
return CSkillInfo::DisplayName(script, static_cast<int>(this->id));
}
// OFFSET: 0x00773920
// FUNCTION: fn_08318
const char* CSkillInfo::DisplayName(LuaScript& script, int skillId) {
if (skillId == SU_CN_METEOR2) {
skillId = SU_CN_METEOR;
} else if (skillId == SU_LUNATICCARROTBEAT2) {
skillId = SU_LUNATICCARROTBEAT;
}
const char* result = nullptr;
return script.Call("GetSkillName", "d>s", skillId, &result) ? result : "Unknown-Skill";
}
// OFFSET: 0x007739F0
// FUNCTION: fn_08319
void __stdcall Sub7739F0() {
}
// OFFSET: 0x00773A00
// FUNCTION: fn_08320
bool IsOptionalSelfTargetSkill(int skillId) {
switch (skillId) {
case AL_HEAL:
case AL_INCAGI:
case AL_DECAGI:
case AL_BLESSING:
case AL_CURE:
case TF_DETOXIFY:
case ALL_RESURRECTION:
case PR_IMPOSITIO:
case PR_SUFFRAGIUM:
case PR_ASPERSIO:
case PR_SLOWPOISON:
case PR_STRECOVERY:
case PR_KYRIE:
case PR_TURNUNDEAD:
case PR_LEXAETERNA:
case AS_ENCHANTPOISON:
case AS_POISONREACT:
case AM_POTIONPITCHER:
case AM_CP_WEAPON:
case AM_CP_SHIELD:
case AM_CP_ARMOR:
case AM_CP_HELM:
case CR_DEVOTION:
case SA_FLAMELAUNCHER:
case SA_FROSTWEAPON:
case SA_LIGHTNINGLOADER:
case SA_SEISMICWEAPON:
case SA_DELUGE:
case SA_DISPELL:
case PF_SOULCHANGE:
case PF_MINDBREAKER:
case SL_KAAHI:
case SL_KAUPE:
case SL_KAITE:
case SL_KAINA:
case SL_STIN:
case SL_STUN:
case SL_SMA:
case SL_SWOO:
case SL_SKE:
case SL_SKA:
case CR_FULLPROTECTION:
case MO_KITRANSLATION:
case RK_ENCHANTBLADE:
case RK_PHANTOMTHRUST:
case GC_ANTIDOTE:
case GC_POISONINGWEAPON:
case AB_RENOVATIO:
case AB_HIGHNESSHEAL:
case AB_CLEARANCE:
case AB_EXPIATIO:
case SR_POWERVELOCITY:
case SR_GENTLETOUCH_QUIET:
case SR_GENTLETOUCH_CURE:
case SR_GENTLETOUCH_ENERGYGAIN:
case SR_GENTLETOUCH_CHANGE:
case SR_GENTLETOUCH_REVITALIZE:
case SO_STRIKING:
case AB_SECRAMENT:
case ML_DEVOTION:
return true;
default:
return false;
}
}
// OFFSET: 0x00773CB0
// FUNCTION: fn_08321
bool HidesUseFailureMessage(int skillId) {
return skillId == KR_CHOP_CHOP || skillId == AT_FURIOS_STORM;
}
// OFFSET: 0x00773CD0
// FUNCTION: fn_08322
bool IsSupportSkill(int skillId) {
switch (skillId) {
case SM_RECOVERY:
case AL_HEAL:
case AL_INCAGI:
case AL_BLESSING:
case AL_CURE:
case TF_DETOXIFY:
case ALL_RESURRECTION:
case PR_IMPOSITIO:
case PR_SUFFRAGIUM:
case PR_ASPERSIO:
case PR_SLOWPOISON:
case PR_STRECOVERY:
case PR_KYRIE:
case BS_REPAIRWEAPON:
case AS_ENCHANTPOISON:
case AS_POISONREACT:
case AM_POTIONPITCHER:
case AM_CP_WEAPON:
case AM_CP_SHIELD:
case AM_CP_ARMOR:
case AM_CP_HELM:
case CR_DEVOTION:
case CR_PROVIDENCE:
case MO_ABSORBSPIRITS:
case SA_FLAMELAUNCHER:
case SA_FROSTWEAPON:
case SA_LIGHTNINGLOADER:
case SA_SEISMICWEAPON:
case HP_ASSUMPTIO:
case SL_ALCHEMIST:
case AM_BERSERKPITCHER:
case SL_MONK:
case SL_STAR:
case SL_SAGE:
case SL_CRUSADER:
case SL_SUPERNOVICE:
case SL_KNIGHT:
case SL_WIZARD:
case SL_PRIEST:
case SL_BARDDANCER:
case SL_ROGUE:
case SL_ASSASIN:
case SL_BLACKSMITH:
case SL_HUNTER:
case SL_SOULLINKER:
case SL_KAIZEL:
case SL_KAAHI:
case SL_KAUPE:
case SL_KAITE:
case CR_FULLPROTECTION:
case SL_HIGH:
case MB_B_EXCLUDE:
case SL_DEATHKNIGHT:
case SL_COLLECTOR:
case SL_NINJA:
case SL_GUNNER:
case DA_RESET:
case DE_COIL:
case DA_FIRSTSLOT:
case DA_HEADDEF:
case DA_REWARD:
case DA_EARPLUG:
case DA_CONTRACT:
case DA_COPY:
case DA_CRYSTAL:
case DA_EXP:
case DA_REBUILD:
case DA_JOBCHANGE:
case GM_SANDMAN:
case CASH_BLESSING:
case CASH_INCAGI:
case CASH_ASSUMPTIO:
case ALL_ANGEL_PROTECT:
case NPC_CHEAL:
case MO_KITRANSLATION:
case RK_ENCHANTBLADE:
case RK_CRUSHSTRIKE:
case GC_ANTIDOTE:
case AB_CLEMENTIA:
case AB_CANTO:
case AB_CHEAL:
case AB_RENOVATIO:
case AB_HIGHNESSHEAL:
case AB_CLEARANCE:
case AB_EXPIATIO:
case NC_REPAIR:
case SC_SHADOWFORM:
case LG_PIETY:
case SR_POWERVELOCITY:
case SR_GENTLETOUCH_CURE:
case SR_GENTLETOUCH_CHANGE:
case SR_GENTLETOUCH_REVITALIZE:
case MI_HARMONIZE:
case WM_DEADHILLHERE:
case WM_GLOOMYDAY:
case SO_STRIKING:
case GN_BLOOD_SUCKER:
case GN_WALLOFTHORN:
case AB_SECRAMENT:
case ALL_ODINS_POWER:
case SP_SOULGOLEM:
case SP_SOULSHADOW:
case SP_SOULFALCON:
case SP_SOULFAIRY:
case SP_SOULREVOLVE:
case SP_KAUTE:
case KG_KAGEMUSYA:
case OB_ZANGETSU:
case OB_OBOROGENSOU:
case ECL_SNOWFLIP:
case ECL_PEONYMAMY:
case ECL_SADAGUI:
case ECL_SEQUOIADUST:
case SU_ARCLOUSEDASH:
case SU_TUNABELLY:
case SU_TUNAPARTY:
case SU_BUNCHOFSHRIMP:
case SU_FRESHSHRIMP:
case WE_ONEFOREVER:
case CD_REPARATIO:
case CD_MEDIALE_VOTUM:
case CD_ARGUTUS_VITA:
case CD_ARGUTUS_TELUM:
case CD_PRESENS_ACIES:
case CD_DILECTIO_HEAL:
case CD_RELIGIO:
case CD_BENEDICTUM:
case MT_A_MACHINE:
case MT_D_MACHINE:
case BO_ADVANCE_PROTECTION:
case EM_SPELL_ENCHANTING:
case EM_INCREASING_ACTIVITY:
case MH_PAIN_KILLER:
case MER_REGAIN:
case MER_TENDER:
case MER_BENEDICTION:
case MER_RECUPERATE:
case MER_MENTALCURE:
case MER_COMPRESS:
case MER_KYRIE:
case MER_BLESSING:
case MER_INCAGI:
return true;
default:
return CSkillActionMgr::GetInstance()->IsSupportAction(skillId);
}
}
// OFFSET: 0x0077B4A0
// FUNCTION: fn_08413
bool CSkillActionMgr::IsSupportAction(int skillId) {
auto it = this->m_skillActions.find(skillId);
std::unique_ptr<CSkillAction> action(it != this->m_skillActions.end() ? it->second() : nullptr);
return action ? action->Slot00() : false;
}
// OFFSET: 0x007737C0
// FUNCTION: fn_08316
const char* CSkillInfo::IdName(LuaScript& script) const {
return CSkillInfo::IdName(script, static_cast<int>(this->id));
}
// OFFSET: 0x00773870
// FUNCTION: fn_08317
const char* CSkillInfo::IdName(LuaScript& script, int skillId) {
const char* result = nullptr;
return script.Call("GetSkillIdName", "d>s", skillId, &result) ? result : "Zero Skill";
}
// OFFSET: 0x00774500
// FUNCTION: fn_08323
bool CSkillInfo::UsesLevel(LuaScript& script, int skillId) {
bool result = false;
return script.Call("IsLevelUseSkill", "d>b", skillId, &result) ? result : false;
}
// OFFSET: 0x007745B0
// FUNCTION: fn_08324
bool ShowsCastEffect(int skillId) {
switch (skillId) {
case MG_NAPALMBEAT:
case MG_SAFETYWALL:
case MG_SOULSTRIKE:
case MG_COLDBOLT:
case MG_FROSTDIVER:
case MG_STONECURSE:
case MG_FIREBALL:
case MG_FIREWALL:
case MG_FIREBOLT:
case MG_LIGHTNINGBOLT:
case MG_THUNDERSTORM:
case AL_WARP:
case AL_INCAGI:
case AL_DECAGI:
case AL_CRUCIS:
case AL_ANGELUS:
case PR_TURNUNDEAD:
case WZ_WATERBALL:
case NPC_DARKSTRIKE:
case CASH_INCAGI:
case NPC_DRAGONBREATH:
case RK_DRAGONBREATH:
case ALL_ODINS_RECALL:
case RETURN_TO_ELDICASTES:
case ALL_GUARDIAN_RECALL:
case RK_DRAGONBREATH_WATER:
return false;
default:
return true;
}
}
// OFFSET: 0x00774730
// FUNCTION: fn_08326
void CEfstAction_ChangeSize::Slot00(int, int value, int, int, CRenderObject* actor, bool) {
if (!actor) {
return;
}
const std::uint32_t aid = actor->render.accountId;
CEffect* effect = g_effectMgr->Find(static_cast<int>(aid), 2374);
if (!effect) {
effect = g_effectMgr->Spawn(static_cast<int>(aid), 2374, 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (!effect) {
return;
}
}
*reinterpret_cast<float*>(&effect->unknown_0048) = static_cast<float>(value) * 0.01f;
}
// OFFSET: 0x007760D0
// FUNCTION: fn_08344
void CSkillAction_CD_DIVINUS_FLOS::Slot16(int level, CGameActor* source, CGameActor* target) {
if (target) {
g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("divinus_flos_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x007747B0
// FUNCTION: fn_08327
void CEfstAction_ChangeSize::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
if (actor) {
g_effectMgr->Retire(actor->render.accountId, 2374);
}
}
// OFFSET: 0x007747E0
// FUNCTION: fn_08328
void CEfstAction_ChangeSize::Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
this->Slot00(efstId, value, 0, 0, actor, false);
}
// OFFSET: 0x00774E20
// FUNCTION: fn_08331
void CEfstAction_GenderChange::Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
this->Slot00(efstId, value, 0, 0, actor, false);
}
// OFFSET: 0x00774F30
// FUNCTION: fn_08334
void CEfstAction_ShowEffect::Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
this->Slot00(efstId, value, 0, 0, actor, false);
}
// OFFSET: 0x00774FB0
// FUNCTION: fn_08335
void CSkillAction_RA_UNLIMIT::Slot08(int level, CGameActor* source) {
g_soundMgr->PlayWave("effect\\EF_BeginSpell.wav", 0.0f, 0.0f, 0.0f, 250, 40, 1.0f, 0);
}
// OFFSET: 0x00775250
// FUNCTION: fn_08337
void CEfstAction_UNLIMIT::Slot00(int, int, int, int, CRenderObject* actor, bool) {
if (!actor) {
return;
}
g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("unlimit_loop_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (!g_serviceOptions.Get(229)) {
g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("unlimit_loop"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x007756D0
// FUNCTION: fn_08339
void CEfstAction_UNLIMIT::Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
this->Slot00(efstId, value, 0, 0, actor, false);
}
// OFFSET: 0x007764E0
// FUNCTION: fn_08346
EfstActionMessage CEfstAction_SHADOW_WEAPON::Slot03() {
return {LookupMessage(3766), 0xFFFF00};
}
// OFFSET: 0x00776510
// FUNCTION: fn_08347
EfstActionMessage CEfstAction_SHADOW_WEAPON::Slot04() {
return {LookupMessage(3767), 0xFF};
}
// OFFSET: 0x00777910
// FUNCTION: fn_08359
void CEfstAction_DANCING_KNIFE::Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
this->Slot00(efstId, value, 0, 0, actor, false);
}
// OFFSET: 0x00777DD0
// FUNCTION: fn_08364
void CSkillAction_SHC_SHADOW_EXCEED::Slot11(int, CGameActor* source, CGameActor*) {
if (source) {
g_effectMgr->Spawn(static_cast<int>(source->render.accountId), 2467, 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00777E80
// FUNCTION: fn_08366
void CEfstAction_SHADOW_EXCEED::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
if (!actor) {
return;
}
auto* effectActor = static_cast<EffectActor*>(actor);
while (effectActor->state.Attachments().HasId(1004)) {
actor->SendMsg(nullptr, 109, 0, 1004, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
}
}
// OFFSET: 0x00777EE0
// FUNCTION: fn_08367
void CEfstAction_SHADOW_EXCEED::Slot02(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
this->Slot00(efstId, value, 0, 0, actor, true);
}
// OFFSET: 0x00777F00
// FUNCTION: fn_08368
EfstActionMessage CEfstAction_SHADOW_EXCEED::Slot03() {
return {LookupMessage(3762), 0xFFFF00};
}
// OFFSET: 0x00777F30
// FUNCTION: fn_08369
EfstActionMessage CEfstAction_SHADOW_EXCEED::Slot04() {
return {LookupMessage(3763), 0xFF};
}
// OFFSET: 0x00778140
// FUNCTION: fn_08371
bool CSkillAction_ABC_CHASING_BREAK::Slot07() {
return true;
}
// OFFSET: 0x00778580
// FUNCTION: fn_08375
bool CSkillAction_ABC_CHASING_SHOT::Slot07() {
return true;
}
// OFFSET: 0x007794D0
// FUNCTION: fn_08385
bool CSkillAction_ABC_ABYSS_FLAME_ATK::Slot03(int argument) {
return true;
}
// OFFSET: 0x0077ACC0
// FUNCTION: fn_08404
std::pair<bool, int> CSkillActionMgr::ActionSlot01(int skillId) {
const auto found = this->m_skillActions.find(skillId);
std::unique_ptr<CSkillAction> action(found != this->m_skillActions.end() ? found->second() : nullptr);
if (!action) {
return {false, 8};
}
return {true, action->Slot01()};
}
// OFFSET: 0x0077AD90
// FUNCTION: fn_08405
vector3d CellWorldPosition(int column, int row) {
if (!g_modeMgr.GetGameMode() || !static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene ||
!static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->terrain) {
return vector3d{0.0f, 0.0f, 0.0f};
}
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->terrain->Grid().CellOrigin(column, row, x, z);
y = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->terrain->Grid().Height(x, z);
return vector3d{x + 2.5f, y + 0.0f, z + 2.5f};
}
// OFFSET: 0x0077AEA0
// FUNCTION: fn_08406
EfstActionMessage CSkillActionMgr::EfstSlot03(int efstId) {
const auto found = this->m_efstActions.find(efstId);
std::unique_ptr<CEfstAction> action(found != this->m_efstActions.end() ? found->second() : nullptr);
if (!action) {
return {nullptr, 0xFFFF00};
}
return action->Slot03();
}
// OFFSET: 0x0077AF80
// FUNCTION: fn_08407
EfstActionMessage CSkillActionMgr::EfstSlot04(int efstId) {
const auto found = this->m_efstActions.find(efstId);
std::unique_ptr<CEfstAction> action(found != this->m_efstActions.end() ? found->second() : nullptr);
if (!action) {
return {nullptr, 0xFF};
}
return action->Slot04();
}
// OFFSET: 0x0077B060
// FUNCTION: fn_08408
int CSkillActionMgr::ActionSlot14(int skillId) {
const auto found = this->m_skillActions.find(skillId);
std::unique_ptr<CSkillAction> action(found != this->m_skillActions.end() ? found->second() : nullptr);
return action ? action->Slot14() : 0;
}
// OFFSET: 0x0077B210
// FUNCTION: fn_08409
std::pair<bool, int> CSkillActionMgr::ActionSlot02(int skillId) {
const auto found = this->m_skillActions.find(skillId);
std::unique_ptr<CSkillAction> action(found != this->m_skillActions.end() ? found->second() : nullptr);
if (!action) {
return {false, 7};
}
return {true, action->Slot02()};
}
// OFFSET: 0x0077B2E0
// FUNCTION: fn_08410
bool CSkillActionMgr::ActionSlot03(int skillId, int argument) {
const auto found = this->m_skillActions.find(skillId);
std::unique_ptr<CSkillAction> action(found != this->m_skillActions.end() ? found->second() : nullptr);
return action ? action->Slot03(argument) : false;
}
// OFFSET: 0x0077B3A0
// FUNCTION: fn_08411
bool CSkillActionMgr::ActionSlot04(int skillId) {
const auto found = this->m_skillActions.find(skillId);
std::unique_ptr<CSkillAction> action(found != this->m_skillActions.end() ? found->second() : nullptr);
return action ? action->Slot04() : false;
}
// OFFSET: 0x0077B460
// FUNCTION: fn_08412
bool CSkillActionMgr::HasEfstAction(int efstId) {
return this->m_efstActions.find(efstId) != this->m_efstActions.end();
}
// OFFSET: 0x00774FF0
// FUNCTION: fn_08336
void CSkillAction_RA_UNLIMIT::Slot11(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("unlimit_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("unlimit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00775730
// FUNCTION: fn_08340
void CSkillAction_AG_ENERGY_CONVERSION::Slot08(int level, CGameActor* source) {
if (source) {
if (CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("energy_conversion_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0)) {
effect->Slot14(level);
}
if (CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("energy_conversion_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0)) {
effect->Slot14(level);
}
}
}
// OFFSET: 0x00775BC0
// FUNCTION: fn_08342
void CSkillAction_CD_DIVINUS_FLOS::Slot08(int level, CGameActor* source) {
if (source) {
if (CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("divinus_flos_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0)) {
effect->Slot14(level);
}
if (CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("divinus_flos_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0)) {
effect->Slot14(level);
}
}
}
// OFFSET: 0x00775E60
// FUNCTION: fn_08343
void CSkillAction_CD_DIVINUS_FLOS::Slot11(int level, CGameActor* source, CGameActor* target) {
if (target) {
g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("divinus_flos"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("divinus_flos_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00776260
// FUNCTION: fn_08345
void CSkillAction_SHC_ENCHANTING_SHADOW::Slot08(int level, CGameActor* source) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("enchanting_shadow_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("enchanting_shadow"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00776550
// FUNCTION: fn_08349
void CSkillAction_SHC_IMPACT_CRATER::Slot11(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("impact_crater"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("impact_crater_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x007767C0
// FUNCTION: fn_08350
void CSkillAction_SHC_IMPACT_CRATER::Slot16(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("impact_crater_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00776950
// FUNCTION: fn_08352
void CSkillAction_SHC_CROSS_SLASH::Slot11(int level, CGameActor* source, CGameActor* target) {
if (target) {
g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("cross_slash"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00776AC0
// FUNCTION: fn_08353
void CSkillAction_SHC_CROSS_SLASH::Slot16(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("cross_slash_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00776C40
// FUNCTION: fn_08355
void CSkillAction_SHC_DANCING_KNIFE::Slot08(int level, CGameActor* source) {
if (source) {
if (CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("dancing_knife_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0)) {
effect->Slot14(level);
}
if (CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("dancing_knife_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0)) {
effect->Slot14(level);
}
}
}
// OFFSET: 0x00776EF0
// FUNCTION: fn_08356
void CSkillAction_SHC_DANCING_KNIFE::Slot16(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("dancing_knife_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00777C40
// FUNCTION: fn_08363
void CSkillAction_SHC_SHADOW_EXCEED::Slot08(int level, CGameActor* source) {
if (source) {
if (CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("shadow_exceed_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0)) {
effect->Slot14(level);
}
}
}
// OFFSET: 0x007783F0
// FUNCTION: fn_08373
void CSkillAction_ABC_CHASING_BREAK::Slot16(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("chasing_break_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00778150
// FUNCTION: fn_08372
void CSkillAction_ABC_CHASING_BREAK::Slot11(int level, CGameActor* source, CGameActor* target) {
if (!source || !target) {
return;
}
if (CRagEffect* effect = static_cast<EffectActor*>(source)->LaunchEffect(2416, vector3d{0.0f, 0.0f, 0.0f}, 0.0f)) {
effect->SendMsg(nullptr, 14, 0, reinterpret_cast<int>(&target->render.position), 0, 0, 0, 0);
}
for (int angle = 0; angle < 360; angle += 45) {
CEffect* effect = g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("chasing_break"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->Slot17(static_cast<float>(angle));
effect->Slot16(std::max(0, std::rand() % 150));
effect->Slot22(0.15f);
effect->Slot32();
}
}
}
// OFFSET: 0x00778590
// FUNCTION: fn_08376
void CSkillAction_ABC_CHASING_SHOT::Slot08(int level, CGameActor* source) {
if (source) {
if (CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("chasing_shot_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0)) {
effect->Slot14(level);
}
if (CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("chasing_shot_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0)) {
effect->Slot14(level);
}
}
}
// OFFSET: 0x00778830
// FUNCTION: fn_08377
void CSkillAction_ABC_CHASING_SHOT::Slot11(int level, CGameActor* source, CGameActor* target) {
if (!source || !target) {
return;
}
if (CRagEffect* effect = static_cast<EffectActor*>(source)->LaunchEffect(2416, vector3d{0.0f, 0.0f, 0.0f}, 0.0f)) {
effect->SendMsg(nullptr, 14, 0, reinterpret_cast<int>(&target->render.position), 0, 0, 0, 0);
}
for (int angle = 0; angle < 360; angle += 45) {
CEffect* effect = g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("chasing_shot_single"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->Slot17(static_cast<float>(angle));
effect->Slot22(0.15f);
effect->Slot32();
}
}
}
// OFFSET: 0x00778AD0
// FUNCTION: fn_08378
void CSkillAction_ABC_CHASING_SHOT::Slot15(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("chasing_shot_hitsub"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00778C50
// FUNCTION: fn_08379
void CSkillAction_ABC_CHASING_SHOT::Slot16(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("chasing_shot_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00778DD0
// FUNCTION: fn_08381
void CSkillAction_ABC_HIT_AND_SLIDING::Slot16(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("hit_and_sliding_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00778F50
// FUNCTION: fn_08382
void CSkillAction_ABC_ABYSS_FLAME::Slot08(int level, CGameActor* source) {
if (source) {
if (CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("abyss_flame_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0)) {
effect->Slot14(level);
}
if (CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("abyss_flame_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0)) {
effect->Slot14(level);
}
}
}
// OFFSET: 0x007791F0
// FUNCTION: fn_08383
void CSkillAction_ABC_ABYSS_FLAME::Slot11(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("abyss_flame"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00779360
// FUNCTION: fn_08384
void CSkillAction_ABC_ABYSS_FLAME::Slot16(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("abyss_flame_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x007794E0
// FUNCTION: fn_08386
void CSkillAction_ABC_ABYSS_FLAME_ATK::Slot11(int level, CGameActor* source, CGameActor* target) {
if (target) {
g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("abyss_flame_target"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00779660
// FUNCTION: fn_08387
void CSkillAction_ABC_ABYSS_FLAME_ATK::Slot16(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("abyss_flame_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00779870
// FUNCTION: fn_08388
void CSkillAction_EM_PSYCHIC_STREAM::Slot08(int level, CGameActor* source) {
if (source) {
if (CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("psychic_stream_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0)) {
effect->Slot14(level);
}
}
}
// OFFSET: 0x00779A00
// FUNCTION: fn_08389
void CSkillAction_EM_PSYCHIC_STREAM::Slot11(int level, CGameActor* source, CGameActor* target) {
if (target) {
g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("psychic_stream"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("psychic_stream_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00779C80
// FUNCTION: fn_08390
void CSkillAction_EM_PSYCHIC_STREAM::Slot16(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("psychic_stream_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00779E30
// FUNCTION: fn_08392
void CSkillAction_IQ_BLAZING_FLAME_BLAST::Slot08(int level, CGameActor* source) {
if (source) {
if (CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("blazing_flame_blast_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0)) {
effect->Slot14(level);
}
if (CEffect* effect = g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("blazing_flame_blast_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0)) {
effect->Slot14(level);
}
}
}
// OFFSET: 0x0077A2A0
// FUNCTION: fn_08394
void CSkillAction_IQ_BLAZING_FLAME_BLAST::Slot16(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("blazing_flame_blast_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x007754D0
// FUNCTION: fn_08338
void CEfstAction_UNLIMIT::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
if (!actor) {
return;
}
g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("unlimit_loop_bottom"));
g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("unlimit_loop"));
}
// OFFSET: 0x00777520
// FUNCTION: fn_08358
void CEfstAction_DANCING_KNIFE::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
if (!actor) {
return;
}
g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("dancing_knife_skill_bottom_begin"));
g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("dancing_knife_skill_bottom_loop"));
g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("dancing_knife_skill_begin"));
g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("dancing_knife_skill_loop"));
}
// OFFSET: 0x00774840
// FUNCTION: fn_08329
void CEfstAction_GenderChange::Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) {
if (!actor) {
return;
}
if (CEffect* effect = g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("gender_change_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0)) {
effect->Slot22(1.5f);
}
if (CEffect* effect = g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("gender_change_loop"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0)) {
effect->Slot22(1.5f);
}
}
// OFFSET: 0x00774AF0
// FUNCTION: fn_08330
void CEfstAction_GenderChange::Slot01(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
if (!actor) {
return;
}
g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("gender_change_loop"));
g_effectMgr->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("gender_change_cast"));
if (CEffect* effect = g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("gender_change"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0)) {
effect->Slot22(1.5f);
}
}
// OFFSET: 0x00777070
// FUNCTION: fn_08357
void CEfstAction_DANCING_KNIFE::Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) {
if (!actor) {
return;
}
g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("dancing_knife_skill_bottom_begin"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("dancing_knife_skill_bottom_loop"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("dancing_knife_skill_begin"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("dancing_knife_skill_loop"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
// OFFSET: 0x007759F0
// FUNCTION: fn_08341
void CSkillAction_AG_ENERGY_CONVERSION::Slot11(int level, CGameActor* source, CGameActor* target) {
if (!source) {
return;
}
source->LaunchEffect(2427, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("energy_conversion"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
// OFFSET: 0x00777B00
// FUNCTION: fn_08362
void CSkillAction_SHC_SHADOW_STAB::Slot16(int level, CGameActor* source, CGameActor* target) {
if (!source) {
return;
}
CEZ2STREffectMgr* effects = CEZ2STREffectMgr::GetInstance();
int variant = std::rand() % 2;
if (variant < 1) {
variant = 1;
}
g_effectMgr->Spawn(source->render.accountId, effects->EffectId(std::format("shadow_stab_hit{}", variant)), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
// OFFSET: 0x00777E20
// FUNCTION: fn_08365
void CEfstAction_SHADOW_EXCEED::Slot00(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) {
if (!actor || !argument6) {
return;
}
auto* effectActor = static_cast<EffectActor*>(actor);
if (!effectActor->state.Attachments().HasId(1004)) {
effectActor->LaunchEffect(1004, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
}
}
// OFFSET: 0x0077A0F0
// FUNCTION: fn_08393
void CSkillAction_IQ_BLAZING_FLAME_BLAST::Slot11(int level, CGameActor* source, CGameActor* target) {
if (!target) {
return;
}
const float scale = source->unknown_0378 * source->render.speed * 16.0f;
if (CEffect* effect = g_effectMgr->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("blazing_flame_blast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0)) {
effect->Slot16(static_cast<int>(scale));
}
}
// OFFSET: 0x0077B560
// OFFSET: 0x0077B620
// OFFSET: 0x0077B6E0
// OFFSET: 0x0077B7A0
// OFFSET: 0x0077B860
// OFFSET: 0x0077B920
// OFFSET: 0x0077B9F0
// OFFSET: 0x0077BAB0
// OFFSET: 0x0077BB70
// OFFSET: 0x0077BC60
// OFFSET: 0x0077BD20
// OFFSET: 0x0077BE10
// OFFSET: 0x0077BED0
// OFFSET: 0x0077BF90
// OFFSET: 0x0077C050
// OFFSET: 0x0077C110
// OFFSET: 0x0077C1D0
// OFFSET: 0x0077C360
// OFFSET: 0x0077C4F0
// OFFSET: 0x0077CCC0
// OFFSET: 0x0077CD90
// OFFSET: 0x0077D020
// OFFSET: 0x0077D190
// FUNCTION: fn_08441
bool CSkillAction_BO_EXPLOSIVE_POWDER::Slot05() {
return true;
}
// OFFSET: 0x0077D1A0
// OFFSET: 0x0077D310
// OFFSET: 0x0077D490
// OFFSET: 0x0077D720
// OFFSET: 0x0077D940
// OFFSET: 0x0077D960
// OFFSET: 0x0077D9E0
// OFFSET: 0x0077DC70
// OFFSET: 0x0077DF70
// OFFSET: 0x0077E0D0
// OFFSET: 0x0077E230
// OFFSET: 0x0077E350
// OFFSET: 0x0077E370
// OFFSET: 0x0077E3B0
// OFFSET: 0x0077E530
// OFFSET: 0x0077E7B0
// OFFSET: 0x0077E7E0
// OFFSET: 0x0077EAD0
// OFFSET: 0x0077ED40
// OFFSET: 0x0077EF40
// OFFSET: 0x0077EFA0
// OFFSET: 0x0077EFD0
// OFFSET: 0x0077F600
// OFFSET: 0x0077F630
// OFFSET: 0x0077F9B0
// OFFSET: 0x0077FB40
// OFFSET: 0x0077FD50
// FUNCTION: fn_08475
bool CSkillAction_DK_MADNESS_CRUSHER::Slot04() {
return true;
}
// OFFSET: 0x0077FD90
// OFFSET: 0x00780020
// OFFSET: 0x007805A0
// OFFSET: 0x00780870
// OFFSET: 0x00780AF0
// OFFSET: 0x00780DE0
// OFFSET: 0x00781070
// OFFSET: 0x007812F0
// OFFSET: 0x00781330
// OFFSET: 0x007815A0
// OFFSET: 0x00781710
// FUNCTION: fn_08495
int CSkillAction_DK_HACKANDSLASHER_ATK::Slot02() {
return 0;
}
// OFFSET: 0x00781720
// OFFSET: 0x00781B80
// OFFSET: 0x00781C60
// OFFSET: 0x00781DB0
// OFFSET: 0x00781E00
// OFFSET: 0x00781E50
// OFFSET: 0x00781E80