Batch #14938 by ragnarok-clanker: no function's compiled code changes; checked with 162 compiled unit(s).
603 lines
22 KiB
C++
603 lines
22 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/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/EZ2STREffectEx.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/MessageTable.h"
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#include "Contents/Skills/SkillInfo.h"
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#include "Utility/Math/Vector3d.h"
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#include "Resource/MSGSTRINGID.h"
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class CSkillAction_TR_ROSEBLOSSOM : public CSkillAction {
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public:
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void OnSkillCast(int level, CGameActor* source) override;
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void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
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void OnSkillHit(int level, CGameActor* source, CGameActor* target) override;
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void OnSkillDamage(int level, CGameActor* source, CGameActor* target) override;
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};
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class CSkillAction_TR_ROSEBLOSSOM_ATK : public CSkillAction {
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public:
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void OnSkillDamage(int level, CGameActor* source, CGameActor* target) override;
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};
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class CSkillAction_TR_KVASIR_SONATA : public CSkillAction {
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public:
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void OnSkillCast(int level, CGameActor* source) override;
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void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
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};
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class CEfstAction_KVASIR_SONATA : public CEfstAction {
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public:
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EfstActionMessage GetEfstBeginMessage() override;
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EfstActionMessage GetEfstEndMessage() override;
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};
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class CSkillAction_TR_PRON_MARCH : public CSkillAction {
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public:
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void OnSkillCast(int level, CGameActor* source) override;
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void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
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};
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class CEfstAction_PRON_MARCH : public CEfstAction {
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public:
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void OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
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EfstActionMessage GetEfstBeginMessage() override;
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EfstActionMessage GetEfstEndMessage() override;
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};
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class CSkillAction_TR_JAWAII_SERENADE : public CSkillAction {
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public:
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void OnSkillCast(int level, CGameActor* source) override;
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void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
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};
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class CEfstAction_JAWAII_SERENADE : public CEfstAction {
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public:
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void OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
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EfstActionMessage GetEfstBeginMessage() override;
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EfstActionMessage GetEfstEndMessage() override;
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};
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class CSkillAction_TR_AIN_RHAPSODY : public CSkillAction {
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public:
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void OnSkillCast(int level, CGameActor* source) override;
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void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
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};
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class CEfstAction_AIN_RHAPSODY : public CEfstAction {
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public:
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void OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
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EfstActionMessage GetEfstBeginMessage() override;
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EfstActionMessage GetEfstEndMessage() override;
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};
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class CSkillAction_TR_GEF_NOCTURN : public CSkillAction {
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public:
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void OnSkillCast(int level, CGameActor* source) override;
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void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
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};
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class CEfstAction_GEF_NOCTURN : public CEfstAction {
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public:
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void OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
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EfstActionMessage GetEfstBeginMessage() override;
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EfstActionMessage GetEfstEndMessage() override;
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};
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class CSkillAction_TR_RHYTHMICAL_WAVE : public CSkillAction {
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public:
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void OnSkillCast(int level, CGameActor* source) override;
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void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
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void OnSkillDamage(int level, CGameActor* source, CGameActor* target) override;
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};
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class CSkillAction_TR_METALIC_FURY : public CSkillAction {
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public:
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void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
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};
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class CSkillAction_TR_MYSTIC_SYMPHONY : public CSkillAction {
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public:
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void OnSkillCast(int level, CGameActor* source) override;
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void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
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};
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class CEfstAction_MYSTIC_SYMPHONY : public CEfstAction {
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public:
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void OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
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void OnEfstEnd(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) override;
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void OnEfstUpdate(int efstId, int value, int argument3, int argument4, CRenderObject* actor) override;
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EfstActionMessage GetEfstBeginMessage() override;
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EfstActionMessage GetEfstEndMessage() override;
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};
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class CSkillAction_TR_RHYTHMSHOOTING : public CSkillAction {
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public:
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int GetSkillAttackMotion() override;
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void OnSkillCast(int level, CGameActor* source) override;
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void OnSkillHit(int level, CGameActor* source, CGameActor* target) override;
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void OnSkillDamage(int level, CGameActor* source, CGameActor* target) override;
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};
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class CSkillAction_TR_ROKI_CAPRICCIO : public CSkillAction {
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public:
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void OnSkillCast(int level, CGameActor* source) override;
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void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
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};
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// OFFSET: 0x007A20F0
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// FUNCTION: fn_08975
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void CSkillAction_TR_ROSEBLOSSOM::OnSkillHit(int level, CGameActor* source, CGameActor* target) {
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if (CGameActor* actor = reinterpret_cast<CGameActor*>(level)) {
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actor->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0);
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}
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}
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// OFFSET: 0x007A2120
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// FUNCTION: fn_08976
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void CSkillAction_TR_ROSEBLOSSOM::OnSkillDamage(int level, CGameActor* source, CGameActor* target) {
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if (source) {
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EffectLists* effects = g_effectMgr;
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effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roseblossom_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x007A2290
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// FUNCTION: fn_08977
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void CSkillAction_TR_ROSEBLOSSOM_ATK::OnSkillDamage(int level, CGameActor* source, CGameActor* target) {
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if (source) {
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EffectLists* effects = g_effectMgr;
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effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roseblossom_rose"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x007A2400
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// FUNCTION: fn_08978
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void CSkillAction_TR_KVASIR_SONATA::OnSkillCast(int level, CGameActor* source) {
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if (source) {
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EffectLists* effects = g_effectMgr;
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if (CEffect* effect = effects->Spawn(
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source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("kvasirsonata_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0
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)) {
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effect->SetLifeTime(level);
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}
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effects = g_effectMgr;
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if (CEffect* effect = effects->Spawn(
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source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("kvasirsonata_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0
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)) {
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effect->SetLifeTime(level);
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}
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}
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}
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// OFFSET: 0x007A26A0
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// FUNCTION: fn_08979
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void CSkillAction_TR_KVASIR_SONATA::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
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if (source) {
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source->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0);
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EffectLists* effects = g_effectMgr;
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effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("kvasirsonata"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x007A2820
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// FUNCTION: fn_08980
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EfstActionMessage CEfstAction_KVASIR_SONATA::GetEfstBeginMessage() {
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return {LookupMessage(MSI_TR_MYSTIC_SYMPHONY_OFF), 0xFFFF00};
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}
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// OFFSET: 0x007A2850
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// FUNCTION: fn_08981
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EfstActionMessage CEfstAction_KVASIR_SONATA::GetEfstEndMessage() {
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return {LookupMessage(MSI_TR_GEF_NOCTURN_ON), 0xFF};
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}
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// OFFSET: 0x007A2880
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// FUNCTION: fn_08982
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void CSkillAction_TR_PRON_MARCH::OnSkillCast(int level, CGameActor* source) {
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if (source) {
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if (CEffect* effect = g_effectMgr->Spawn(
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source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("pronmarch_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0
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)) {
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effect->SetLifeTime(level);
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}
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if (CEffect* effect = g_effectMgr->Spawn(
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source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("pronmarch_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0
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)) {
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effect->SetLifeTime(level);
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}
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}
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}
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// OFFSET: 0x007A2B20
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// FUNCTION: fn_08983
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void CSkillAction_TR_PRON_MARCH::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
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if (source) {
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source->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0);
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EffectLists* effects = g_effectMgr;
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effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("pronmarch"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x007A2CA0
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// FUNCTION: fn_08984
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void CEfstAction_PRON_MARCH::OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) {
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if (actor) {
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static_cast<EffectActor*>(actor)->LaunchEffect(2294, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
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}
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}
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// OFFSET: 0x007A2CF0
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// FUNCTION: fn_08985
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EfstActionMessage CEfstAction_PRON_MARCH::GetEfstBeginMessage() {
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return {LookupMessage(MSI_WH_CALAMITYGALE_OFF), 0xFFFF00};
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}
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// OFFSET: 0x007A2D20
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// FUNCTION: fn_08986
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EfstActionMessage CEfstAction_PRON_MARCH::GetEfstEndMessage() {
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return {LookupMessage(MSI_WH_WIND_SIGN_ON), 0xFF};
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}
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// OFFSET: 0x007A2D50
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// FUNCTION: fn_08987
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void CSkillAction_TR_JAWAII_SERENADE::OnSkillCast(int level, CGameActor* source) {
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if (source) {
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EffectLists* effects = g_effectMgr;
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if (CEffect* effect = effects->Spawn(
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source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("jawaii_serenade_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0
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)) {
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effect->SetLifeTime(level);
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}
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effects = g_effectMgr;
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if (CEffect* effect = effects->Spawn(
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source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("jawaii_serenade_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0
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)) {
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effect->SetLifeTime(level);
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}
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}
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}
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// OFFSET: 0x007A3000
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// FUNCTION: fn_08988
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void CSkillAction_TR_JAWAII_SERENADE::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
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if (source) {
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source->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0);
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EffectLists* effects = g_effectMgr;
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effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("jawaii_serenade"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x007A3190
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// FUNCTION: fn_08989
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void CEfstAction_JAWAII_SERENADE::OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) {
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if (actor) {
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static_cast<EffectActor*>(actor)->LaunchEffect(2298, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
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}
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}
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// OFFSET: 0x007A31E0
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// FUNCTION: fn_08990
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EfstActionMessage CEfstAction_JAWAII_SERENADE::GetEfstBeginMessage() {
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return {LookupMessage(MSI_TR_PRON_MARCH_OFF), 0xFFFF00};
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}
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// OFFSET: 0x007A3210
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// FUNCTION: fn_08991
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EfstActionMessage CEfstAction_JAWAII_SERENADE::GetEfstEndMessage() {
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return {LookupMessage(MSI_WH_CALAMITYGALE_ON), 0xFF};
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}
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// OFFSET: 0x007A3240
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// FUNCTION: fn_08992
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void CSkillAction_TR_AIN_RHAPSODY::OnSkillCast(int level, CGameActor* source) {
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if (source) {
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EffectLists* effects = g_effectMgr;
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if (CEffect* effect = effects->Spawn(
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source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("ain_rhapsody_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0
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)) {
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effect->SetLifeTime(level);
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}
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}
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}
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// OFFSET: 0x007A33D0
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// FUNCTION: fn_08993
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void CSkillAction_TR_AIN_RHAPSODY::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
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if (source) {
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source->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0);
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EffectLists* effects = g_effectMgr;
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effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("ain_rhapsody"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x007A3550
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// FUNCTION: fn_08994
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void CEfstAction_AIN_RHAPSODY::OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) {
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if (actor) {
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static_cast<EffectActor*>(actor)->LaunchEffect(2297, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
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}
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}
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// OFFSET: 0x007A35A0
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// FUNCTION: fn_08995
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EfstActionMessage CEfstAction_AIN_RHAPSODY::GetEfstBeginMessage() {
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return {LookupMessage(MSI_TR_MUSICAL_INTERLUDE_OFF), 0xFF};
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}
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// OFFSET: 0x007A35D0
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// FUNCTION: fn_08996
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EfstActionMessage CEfstAction_AIN_RHAPSODY::GetEfstEndMessage() {
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return {LookupMessage(MSI_TR_JAWAII_SERENADE_ON), 0xFFFF00};
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}
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// OFFSET: 0x007A3600
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// FUNCTION: fn_08997
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void CSkillAction_TR_GEF_NOCTURN::OnSkillCast(int level, CGameActor* source) {
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if (source) {
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EffectLists* effects = g_effectMgr;
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if (CEffect* effect = effects->Spawn(
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source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("gef_nocturn_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0
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)) {
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effect->SetLifeTime(level);
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}
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effects = g_effectMgr;
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if (CEffect* effect = effects->Spawn(
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source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("gef_nocturn_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0
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)) {
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effect->SetLifeTime(level);
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}
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}
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}
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// OFFSET: 0x007A38A0
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// FUNCTION: fn_08998
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void CSkillAction_TR_GEF_NOCTURN::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
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if (source) {
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source->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0);
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g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("gef_nocturn"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x007A3A30
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// FUNCTION: fn_08999
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void CEfstAction_GEF_NOCTURN::OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) {
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if (actor) {
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static_cast<EffectActor*>(actor)->LaunchEffect(2293, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
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}
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}
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// OFFSET: 0x007A3A80
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// FUNCTION: fn_09000
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EfstActionMessage CEfstAction_GEF_NOCTURN::GetEfstBeginMessage() {
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return {LookupMessage(MSI_TR_AIN_RHAPSODY_OFF), 0xFF};
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}
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// OFFSET: 0x007A3AB0
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// FUNCTION: fn_09001
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EfstActionMessage CEfstAction_GEF_NOCTURN::GetEfstEndMessage() {
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return {LookupMessage(MSI_TR_MUSICAL_INTERLUDE_ON), 0xFFFF00};
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}
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// OFFSET: 0x007A3AE0
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// FUNCTION: fn_09002
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void CSkillAction_TR_RHYTHMICAL_WAVE::OnSkillCast(int level, CGameActor* source) {
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if (source) {
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if (CEffect* effect = g_effectMgr->Spawn(
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source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmical_wave_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0
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)) {
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effect->SetLifeTime(level);
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}
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if (CEffect* effect = g_effectMgr->Spawn(
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source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmical_wave_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0
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)) {
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effect->SetLifeTime(level);
|
|
}
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x007A3D90
|
|
// FUNCTION: fn_09003
|
|
void CSkillAction_TR_RHYTHMICAL_WAVE::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
|
|
if (target) {
|
|
EffectLists* effects = g_effectMgr;
|
|
effects->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmical_wave_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
|
|
effects = g_effectMgr;
|
|
effects->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmical_wave"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x007A4010
|
|
// FUNCTION: fn_09004
|
|
void CSkillAction_TR_RHYTHMICAL_WAVE::OnSkillDamage(int level, CGameActor* source, CGameActor* target) {
|
|
if (source) {
|
|
EffectLists* effects = g_effectMgr;
|
|
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmical_wave_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x007A41A0
|
|
// FUNCTION: fn_09006
|
|
void CSkillAction_TR_METALIC_FURY::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
|
|
if (target) {
|
|
EffectLists* effects = g_effectMgr;
|
|
effects->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("metalic_fury"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x007A4300
|
|
// FUNCTION: fn_09007
|
|
void CSkillAction_TR_MYSTIC_SYMPHONY::OnSkillCast(int level, CGameActor* source) {
|
|
if (source) {
|
|
EffectLists* effects = g_effectMgr;
|
|
if (CEffect* effect = effects->Spawn(
|
|
source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("mysticsymphony_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0
|
|
)) {
|
|
effect->SetLifeTime(level);
|
|
}
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x007A4490
|
|
// FUNCTION: fn_09008
|
|
void CSkillAction_TR_MYSTIC_SYMPHONY::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
|
|
if (source) {
|
|
source->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0);
|
|
EffectLists* effects = g_effectMgr;
|
|
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("mysticsymphony"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x007A4620
|
|
// FUNCTION: fn_09009
|
|
void CEfstAction_MYSTIC_SYMPHONY::OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) {
|
|
if (actor) {
|
|
EffectLists* effects = g_effectMgr;
|
|
effects->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("mysticsymphony_note"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x007A47A0
|
|
// FUNCTION: fn_09010
|
|
void CEfstAction_MYSTIC_SYMPHONY::OnEfstEnd(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
|
|
if (actor) {
|
|
EffectLists* effects = g_effectMgr;
|
|
effects->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("mysticsymphony_note"));
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x007A48E0
|
|
// FUNCTION: fn_09011
|
|
void CEfstAction_MYSTIC_SYMPHONY::OnEfstUpdate(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
|
|
this->OnEfstBegin(efstId, value, 0, 0, actor, false);
|
|
}
|
|
|
|
// OFFSET: 0x007A4900
|
|
// FUNCTION: fn_09012
|
|
EfstActionMessage CEfstAction_MYSTIC_SYMPHONY::GetEfstBeginMessage() {
|
|
return {LookupMessage(MSI_TR_GEF_NOCTURN_OFF), 0xFFFF00};
|
|
}
|
|
|
|
// OFFSET: 0x007A4930
|
|
// FUNCTION: fn_09013
|
|
EfstActionMessage CEfstAction_MYSTIC_SYMPHONY::GetEfstEndMessage() {
|
|
return {LookupMessage(MSI_TR_AIN_RHAPSODY_ON), 0xFF};
|
|
}
|
|
|
|
// OFFSET: 0x007A4960
|
|
// FUNCTION: fn_09014
|
|
int CSkillAction_TR_RHYTHMSHOOTING::GetSkillAttackMotion() {
|
|
return 9;
|
|
}
|
|
|
|
// OFFSET: 0x007A4970
|
|
// FUNCTION: fn_09015
|
|
void CSkillAction_TR_RHYTHMSHOOTING::OnSkillCast(int level, CGameActor* source) {
|
|
if (source) {
|
|
EffectLists* effects = g_effectMgr;
|
|
if (CEffect* effect = effects->Spawn(
|
|
source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmshooting_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0
|
|
)) {
|
|
effect->SetLifeTime(level);
|
|
}
|
|
effects = g_effectMgr;
|
|
if (CEffect* effect = effects->Spawn(
|
|
source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmshooting_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0
|
|
)) {
|
|
effect->SetLifeTime(level);
|
|
}
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x007A4C20
|
|
// FUNCTION: fn_09016
|
|
void CSkillAction_TR_RHYTHMSHOOTING::OnSkillHit(int level, CGameActor* source, CGameActor* target) {
|
|
if (!source || !target) {
|
|
return;
|
|
}
|
|
|
|
EffectLists* effects = g_effectMgr;
|
|
CEffect* effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmshooting_shot"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
|
|
if (effect) {
|
|
const float angle = ScreenAngle(&source->render.position.x, &target->render.position.x, static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->frame.view.values);
|
|
effect->SetAngle(angle + 180.0f);
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x007A4E00
|
|
// FUNCTION: fn_09017
|
|
void CSkillAction_TR_RHYTHMSHOOTING::OnSkillDamage(int, CGameActor* source, CGameActor*) {
|
|
if (source) {
|
|
EffectLists* effects = g_effectMgr;
|
|
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("rhythmshooting_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x007A4F80
|
|
// FUNCTION: fn_09018
|
|
void CSkillAction_TR_ROKI_CAPRICCIO::OnSkillCast(int level, CGameActor* source) {
|
|
if (source) {
|
|
EffectLists* effects = g_effectMgr;
|
|
if (CEffect* effect = effects->Spawn(
|
|
source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roki_capriccio_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0
|
|
)) {
|
|
effect->SetLifeTime(level);
|
|
}
|
|
effects = g_effectMgr;
|
|
if (CEffect* effect = effects->Spawn(
|
|
source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roki_capriccio_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0
|
|
)) {
|
|
effect->SetLifeTime(level);
|
|
}
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x007A5230
|
|
// FUNCTION: fn_09019
|
|
void CSkillAction_TR_ROKI_CAPRICCIO::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
|
|
if (source) {
|
|
source->SetFrameSequence(96, 1, 3, 96, 3, 1, 500, 0);
|
|
EffectLists* effects = g_effectMgr;
|
|
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roki_capriccio"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x007A53C0
|
|
// FUNCTION: fn_09020
|
|
void CSkillAction_TR_ROSEBLOSSOM::OnSkillCast(int level, CGameActor* source) {
|
|
if (source) {
|
|
EffectLists* effects = g_effectMgr;
|
|
if (CEffect* effect = effects->Spawn(
|
|
source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roseblossom_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0
|
|
)) {
|
|
effect->SetLifeTime(level);
|
|
}
|
|
effects = g_effectMgr;
|
|
if (CEffect* effect = effects->Spawn(
|
|
source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roseblossom_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0
|
|
)) {
|
|
effect->SetLifeTime(level);
|
|
}
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x007A5660
|
|
// FUNCTION: fn_09021
|
|
void CSkillAction_TR_ROSEBLOSSOM::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
|
|
if (source && target) {
|
|
EffectLists* effects = g_effectMgr;
|
|
if (CEffect* effect = effects->Spawn(
|
|
source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("roseblossom_shot"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0
|
|
)) {
|
|
const float angle = ScreenAngle(
|
|
&source->render.position.x, &target->render.position.x, static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->frame.view.values
|
|
);
|
|
effect->SetAngle(angle + 180.0f);
|
|
}
|
|
}
|
|
}
|