rodecomp/Source/Contents/Skills/SkillActionImperialGuard.cpp
ragnarok-clanker 521b52384c Maintenance: Replace LookupMessage(<integer>) with the existing MSGSTRINGID constant of the same value (3596 sites, 162 files; each v
Batch #14938 by ragnarok-clanker: no function's compiled code changes; checked with 162 compiled unit(s).
2026-11-08 14:19:01 +00:00

880 lines
34 KiB
C++

#include "Client/Mode/CGameMode.h"
#include "Client/Mode/ModeMgr.h"
#include "Contents/Actors/GameActor.h"
#include "Contents/Actors/Pc.h"
#include "Contents/Camera/Camera.h"
#include "Contents/EffectResourceSwitcher.h"
#include "Contents/Effects/Effect.h"
#include "Contents/Effects/EffectActor.h"
#include "Contents/Effects/EffectLists.h"
#include "Contents/Effects/EZ2STREffectEx.h"
#include "Contents/MessageTable.h"
#include "Contents/Skills/SkillInfo.h"
#include "Contents/Sound/SoundMgr.h"
#include "Contents/World/World.h"
#include "Utility/Math/Vector3d.h"
#include "Resource/MSGSTRINGID.h"
#include <algorithm>
#include <cstdlib>
#include <format>
#include <string>
class CSkillAction_IG_GUARDIAN_SHIELD : public CSkillAction {
public:
void OnSkillCast(int level, CGameActor* source) override;
void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_IG_GUARDIAN_SHIELD : public CEfstAction {
public:
void OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
void OnEfstEnd(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) override;
void OnEfstUpdate(int efstId, int value, int argument3, int argument4, CRenderObject* actor) override;
EfstActionMessage GetEfstBeginMessage() override;
EfstActionMessage GetEfstEndMessage() override;
};
class CSkillAction_IG_HOLY_SHIELD : public CSkillAction {
public:
void OnSkillCast(int level, CGameActor* source) override;
void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_IG_HOLY_SHIELD : public CEfstAction {
public:
void OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
void OnEfstEnd(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) override;
void OnEfstUpdate(int efstId, int value, int argument3, int argument4, CRenderObject* actor) override;
EfstActionMessage GetEfstBeginMessage() override;
EfstActionMessage GetEfstEndMessage() override;
};
class CSkillAction_IG_JUDGEMENT_CROSS : public CSkillAction {
public:
void OnSkillCast(int level, CGameActor* source) override;
void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
void OnSkillHit(int level, CGameActor* source, CGameActor* target) override;
void OnSkillDamage(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_IG_OVERSLASH : public CSkillAction {
public:
void OnSkillCast(int level, CGameActor* source) override;
void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
void OnSkillDamage(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_IG_REBOUND_SHIELD : public CSkillAction {
public:
void OnSkillCast(int level, CGameActor* source) override;
void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_REBOUND_S : public CEfstAction {
public:
EfstActionMessage GetEfstBeginMessage() override;
EfstActionMessage GetEfstEndMessage() override;
};
class CSkillAction_IG_ULTIMATE_SACRIFICE : public CSkillAction {
public:
void OnSkillCast(int level, CGameActor* source) override;
void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_IG_ULTIMATE_SACRIFICE : public CEfstAction {
public:
void OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
void OnEfstEnd(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) override;
void OnEfstUpdate(int efstId, int value, int argument3, int argument4, CRenderObject* actor) override;
};
class CSkillAction_IG_IMPERIAL_CROSS : public CSkillAction {
public:
void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
void OnSkillDamage(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_IG_RADIANT_SPEAR : public CSkillAction {
public:
void OnSkillCast(int level, CGameActor* source) override;
void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
void OnSkillDamage(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_IG_IMPERIAL_PRESSURE : public CSkillAction {
public:
void OnSkillCast(int level, CGameActor* source) override;
void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
void OnSkillDamage(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_IG_SHIELD_SHOOTING : public CSkillAction {
public:
void OnSkillCast(int level, CGameActor* source) override;
void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
void OnSkillDamage(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_IG_ATTACK_STANCE : public CSkillAction {
public:
int GetSkillAttackMotion() override;
void OnSkillCast(int level, CGameActor* source) override;
void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_IG_ATTACK_STANCE : public CEfstAction {
public:
void OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
void OnEfstEnd(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) override;
void OnEfstUpdate(int efstId, int value, int argument3, int argument4, CRenderObject* actor) override;
EfstActionMessage GetEfstBeginMessage() override;
EfstActionMessage GetEfstEndMessage() override;
};
class CSkillAction_IG_GUARD_STANCE : public CSkillAction {
public:
int GetSkillAttackMotion() override;
void OnSkillCast(int level, CGameActor* source) override;
void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_IG_GUARD_STANCE : public CEfstAction {
public:
void OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
void OnEfstEnd(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) override;
void OnEfstUpdate(int efstId, int value, int argument3, int argument4, CRenderObject* actor) override;
EfstActionMessage GetEfstBeginMessage() override;
EfstActionMessage GetEfstEndMessage() override;
};
// OFFSET: 0x00787A30
// FUNCTION: fn_08590
void CSkillAction_IG_GUARDIAN_SHIELD::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
if (source) {
EffectLists* effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guardianshield"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guardianshield_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00787CC0
// FUNCTION: fn_08591
void CEfstAction_IG_GUARDIAN_SHIELD::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("new_guardianshield_buff_start"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
effects = g_effectMgr;
effects->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guardianshield_buff_loop"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00787F60
// FUNCTION: fn_08592
void CEfstAction_IG_GUARDIAN_SHIELD::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("new_guardianshield_buff_loop"));
}
}
// OFFSET: 0x007880A0
// FUNCTION: fn_08593
void CEfstAction_IG_GUARDIAN_SHIELD::OnEfstUpdate(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
this->OnEfstBegin(efstId, value, 0, 0, actor, false);
}
// OFFSET: 0x007880C0
// FUNCTION: fn_08594
EfstActionMessage CEfstAction_IG_GUARDIAN_SHIELD::GetEfstBeginMessage() {
return {LookupMessage(MSI_IG_REBOUND_SHIELD_OFF), 0xFFFF00};
}
// OFFSET: 0x007880F0
// FUNCTION: fn_08595
EfstActionMessage CEfstAction_IG_GUARDIAN_SHIELD::GetEfstEndMessage() {
return {LookupMessage(MSI_IG_HOLY_SHIELD_ON), 0xFF};
}
// OFFSET: 0x00788120
// FUNCTION: fn_08596
void CSkillAction_IG_HOLY_SHIELD::OnSkillCast(int level, CGameActor* source) {
EffectLists* effects = g_effectMgr;
CEffect* effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_cast"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->SetLifeTime(level);
}
effects = g_effectMgr;
effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_cast_bottom"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->SetLifeTime(level);
}
}
// OFFSET: 0x007883D0
// FUNCTION: fn_08597
void CSkillAction_IG_HOLY_SHIELD::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
if (source) {
EffectLists* effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00788650
// FUNCTION: fn_08598
void CEfstAction_IG_HOLY_SHIELD::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("new_holy_shield_loop"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
effects = g_effectMgr;
effects->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_loop_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x007888E0
// FUNCTION: fn_08599
void CEfstAction_IG_HOLY_SHIELD::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("new_holy_shield_loop"));
effects = g_effectMgr;
effects->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_loop_bottom"));
}
}
// OFFSET: 0x00788B00
// FUNCTION: fn_08600
void CEfstAction_IG_HOLY_SHIELD::OnEfstUpdate(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
this->OnEfstBegin(efstId, value, 0, 0, actor, false);
}
// OFFSET: 0x00788B20
// FUNCTION: fn_08601
EfstActionMessage CEfstAction_IG_HOLY_SHIELD::GetEfstBeginMessage() {
return {LookupMessage(MSI_IG_ULTIMATE_SACRIFICE_OFF), 0xFFFF00};
}
// OFFSET: 0x00788B50
// FUNCTION: fn_08602
EfstActionMessage CEfstAction_IG_HOLY_SHIELD::GetEfstEndMessage() {
return {LookupMessage(MSI_AG_CLIMAX_ON), 0xFF};
}
// OFFSET: 0x00788B90
// FUNCTION: fn_08604
void CSkillAction_IG_JUDGEMENT_CROSS::OnSkillCast(int level, CGameActor* source) {
if (!source) {
return;
}
EffectLists* effects = g_effectMgr;
CEffect* effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross_cast"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->SetLifeTime(level);
}
effects = g_effectMgr;
effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross_cast_bottom"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->SetLifeTime(level);
}
}
// OFFSET: 0x00788E50
// FUNCTION: fn_08605
void CSkillAction_IG_JUDGEMENT_CROSS::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
if (source && target) {
const vector3d position = source->render.position;
EffectLists* effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross_shot"), position.x, position.y, position.z,
target->render.accountId, -1, 0, 0);
}
}
// OFFSET: 0x00788FE0
// FUNCTION: fn_08606
void CSkillAction_IG_JUDGEMENT_CROSS::OnSkillHit(int level, CGameActor* source, CGameActor* target) {
if (source) {
EffectLists* effects = g_effectMgr;
effects->Spawn(0, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross_bottom"), source->render.position.x,
source->render.position.y, source->render.position.z, 0, -1, 0, 0);
effects = g_effectMgr;
effects->Spawn(0, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross"), source->render.position.x,
source->render.position.y, source->render.position.z, 0, -1, 0, 0);
}
}
// OFFSET: 0x00789260
// FUNCTION: fn_08607
void CSkillAction_IG_JUDGEMENT_CROSS::OnSkillDamage(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00789400
// FUNCTION: fn_08609
void CSkillAction_IG_OVERSLASH::OnSkillCast(int level, CGameActor* source) {
if (!source) {
return;
}
EffectLists* effects = g_effectMgr;
CEffect* effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_overslash_cast"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->SetLifeTime(level);
}
}
// OFFSET: 0x00789590
// FUNCTION: fn_08610
void CSkillAction_IG_OVERSLASH::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
if (target) {
EffectLists* effects = g_effectMgr;
effects->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_overslash"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
effects = g_effectMgr;
effects->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_overslash_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00789800
// FUNCTION: fn_08611
void CSkillAction_IG_OVERSLASH::OnSkillDamage(int level, CGameActor* source, CGameActor* target) {
if (source) {
EffectLists* effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_overslash_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00789980
// FUNCTION: fn_08612
void CSkillAction_IG_REBOUND_SHIELD::OnSkillCast(int level, CGameActor* source) {
if (!source) {
return;
}
EffectLists* effects = g_effectMgr;
CEffect* effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_rebound_shield_cast"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->SetLifeTime(level);
}
effects = g_effectMgr;
effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_rebound_shield_cast_bottom"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->SetLifeTime(level);
}
}
// OFFSET: 0x00789C50
// FUNCTION: fn_08613
void CSkillAction_IG_REBOUND_SHIELD::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
if (source) {
EffectLists* effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_rebound_shield"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_rebound_shield_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00789EE0
// FUNCTION: fn_08614
EfstActionMessage CEfstAction_REBOUND_S::GetEfstBeginMessage() {
return {LookupMessage(MSI_IG_HOLY_SHIELD_OFF), 0xFFFF00};
}
// OFFSET: 0x00789F10
// FUNCTION: fn_08615
EfstActionMessage CEfstAction_REBOUND_S::GetEfstEndMessage() {
return {LookupMessage(MSI_IG_ULTIMATE_SACRIFICE_ON), 0xFF};
}
// OFFSET: 0x00789F40
// FUNCTION: fn_08616
void CSkillAction_IG_ULTIMATE_SACRIFICE::OnSkillCast(int level, CGameActor* source) {
if (source) {
static_cast<EffectActor*>(source)->LaunchEffect(58, level / 16);
g_soundMgr->PlayWave("effect\\EF_BeginSpell.wav", 0.0f, 0.0f, 0.0f, 250, 40, 1.0f, 0);
}
}
// OFFSET: 0x00789FA0
// FUNCTION: fn_08617
void CSkillAction_IG_ULTIMATE_SACRIFICE::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
if (source) {
EffectLists* effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("ultimatesacrifice_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("ultimatesacrifice"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078A220
// FUNCTION: fn_08618
void CEfstAction_IG_ULTIMATE_SACRIFICE::OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) {
if (actor) {
g_effectMgr->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("ultimate_sacrifice_buff"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078A3B0
// FUNCTION: fn_08619
void CEfstAction_IG_ULTIMATE_SACRIFICE::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("ultimate_sacrifice_buff"));
}
}
// OFFSET: 0x0078A500
// FUNCTION: fn_08620
void CEfstAction_IG_ULTIMATE_SACRIFICE::OnEfstUpdate(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
this->OnEfstBegin(efstId, value, 0, 0, actor, false);
}
// OFFSET: 0x0078A530
// FUNCTION: fn_08622
void CSkillAction_IG_IMPERIAL_CROSS::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
if (target) {
EffectLists* effects = g_effectMgr;
effects->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("imperial_cross"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078A6A0
// FUNCTION: fn_08623
void CSkillAction_IG_IMPERIAL_CROSS::OnSkillDamage(int level, CGameActor* source, CGameActor* target) {
if (source) {
EffectLists* effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("imperial_cross_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078A830
// FUNCTION: fn_08625
void CSkillAction_IG_RADIANT_SPEAR::OnSkillCast(int level, CGameActor* source) {
if (!source) {
return;
}
EffectLists* effects = g_effectMgr;
CEffect* effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("radiant_spear_cast"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->SetLifeTime(level);
}
}
// OFFSET: 0x0078A9C0
// FUNCTION: fn_08626
void CSkillAction_IG_RADIANT_SPEAR::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
if (!source || !target) {
return;
}
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
const float angle = ScreenAngle(&source->render.position.x, &target->render.position.x, mode->camera->frame.view.values);
const char* direction = "left";
if (angle > 90.0f && angle < 270.0f) {
direction = "right";
}
const std::string side = direction;
EffectLists* effects = g_effectMgr;
effects->Spawn(0, CEZ2STREffectMgr::GetInstance()->EffectId(std::format("radiant_spear_{}down_bottom", side)), target->render.position.x,
target->render.position.y, target->render.position.z, 0, -1, 0, 0);
effects = g_effectMgr;
effects->Spawn(0, CEZ2STREffectMgr::GetInstance()->EffectId(std::format("radiant_spear_{}down", side)), target->render.position.x,
target->render.position.y, target->render.position.z, 0, -1, 0, 0);
}
// OFFSET: 0x0078AC80
// FUNCTION: fn_08627
void CSkillAction_IG_RADIANT_SPEAR::OnSkillDamage(int level, CGameActor* source, CGameActor* target) {
if (source) {
EffectLists* effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("radiant_spear_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078AE00
// FUNCTION: fn_08628
void CSkillAction_IG_IMPERIAL_PRESSURE::OnSkillCast(int level, CGameActor* source) {
if (!source) {
return;
}
EffectLists* effects = g_effectMgr;
CEffect* effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("imperal_pressure_cast"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->SetLifeTime(level);
}
}
// OFFSET: 0x0078AF90
// FUNCTION: fn_08629
void CSkillAction_IG_IMPERIAL_PRESSURE::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
if (target) {
EffectLists* effects = g_effectMgr;
effects->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("imperial_pressure"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
effects = g_effectMgr;
effects->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("imperial_pressure_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078B210
// FUNCTION: fn_08630
void CSkillAction_IG_IMPERIAL_PRESSURE::OnSkillDamage(int level, CGameActor* source, CGameActor* target) {
if (source) {
EffectLists* effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("imperial_pressure_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078B3A0
// FUNCTION: fn_08632
void CSkillAction_IG_SHIELD_SHOOTING::OnSkillCast(int level, CGameActor* source) {
EffectLists* effects = g_effectMgr;
CEffect* effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("shield_shooting_cast"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->SetLifeTime(level);
}
}
// OFFSET: 0x0078B520
// FUNCTION: fn_08633
void CSkillAction_IG_SHIELD_SHOOTING::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
if (!source || !target) {
return;
}
const vector3d position = source->render.position;
g_effectMgr->Spawn(source->render.accountId, 2183, position.x, position.y, position.z, target->render.accountId, -1, 0, 0);
const CPlayer* player = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->player;
g_soundMgr->PlayWave("effect\\IG_SHIELD_SHOOTING.wav", target->render.position.x - player->render.position.x, 0.0f,
target->render.position.z - player->render.position.z, 250, 40, 1.0f, 0);
}
// OFFSET: 0x0078B5E0
// FUNCTION: fn_08634
void CSkillAction_IG_SHIELD_SHOOTING::OnSkillDamage(int level, CGameActor* source, CGameActor* target) {
if (source) {
EffectLists* effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("shield_shooting_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078B760
// FUNCTION: fn_08635
int CSkillAction_IG_ATTACK_STANCE::GetSkillAttackMotion() {
return 7;
}
// OFFSET: 0x0078B770
// FUNCTION: fn_08636
void CSkillAction_IG_ATTACK_STANCE::OnSkillCast(int level, CGameActor* source) {
if (!source) {
return;
}
EffectLists* effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_attack_stance_cast_start"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
effects = g_effectMgr;
CEffect* effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_attack_stance_cast"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->SetLifeTime(level - 100);
}
effects = g_effectMgr;
effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_attack_stance_cast_bottom"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->SetLifeTime(level - 100);
}
}
// OFFSET: 0x0078BB40
// FUNCTION: fn_08637
void CSkillAction_IG_ATTACK_STANCE::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
if (source) {
EffectLists* effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_attack_stance"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078BCC0
// FUNCTION: fn_08638
void CEfstAction_IG_ATTACK_STANCE::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("new_attack_stance_loop_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078BE50
// FUNCTION: fn_08639
void CEfstAction_IG_ATTACK_STANCE::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("new_attack_stance_loop_bottom"));
}
}
// OFFSET: 0x0078BFA0
// FUNCTION: fn_08640
void CEfstAction_IG_ATTACK_STANCE::OnEfstUpdate(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
this->OnEfstBegin(efstId, value, 0, 0, actor, false);
}
// OFFSET: 0x0078BFC0
// FUNCTION: fn_08641
EfstActionMessage CEfstAction_IG_ATTACK_STANCE::GetEfstBeginMessage() {
return {LookupMessage(MSI_IG_GUARD_STANCE_OFF), 0xFFFF00};
}
// OFFSET: 0x0078BFF0
// FUNCTION: fn_08642
EfstActionMessage CEfstAction_IG_ATTACK_STANCE::GetEfstEndMessage() {
return {LookupMessage(MSI_IG_GUARDIAN_SHIELD_ON), 0xFF};
}
// OFFSET: 0x0078C020
// FUNCTION: fn_08643
int CSkillAction_IG_GUARD_STANCE::GetSkillAttackMotion() {
return 7;
}
// OFFSET: 0x0078C030
// FUNCTION: fn_08644
void CSkillAction_IG_GUARD_STANCE::OnSkillCast(int level, CGameActor* source) {
if (!source) {
return;
}
EffectLists* effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guard_stance_cast_start"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
effects = g_effectMgr;
CEffect* effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guard_stance_cast"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->SetLifeTime(level - 100);
}
effects = g_effectMgr;
effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guard_stance_cast_bottom"),
0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->SetLifeTime(level - 100);
}
}
// OFFSET: 0x0078C400
// FUNCTION: fn_08645
void CSkillAction_IG_GUARD_STANCE::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
if (source) {
EffectLists* effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guard_stance"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078C570
// FUNCTION: fn_08646
void CEfstAction_IG_GUARD_STANCE::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("new_guard_stance_loop_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
class CSkillAction_IG_CROSS_RAIN : public CSkillAction {
public:
void OnSkillCast(int level, CGameActor* source) override;
int GetSkillScopeType() override;
};
class CSkillObjectAction_IG_CROSS_RAIN : public CSkillObjectAction {
public:
void OnSkillObjectCreate(int argument, CRenderObject* object, CGameActor* source) override;
};
class CSkillAction_IG_GRAND_JUDGEMENT : public CSkillAction {
public:
void OnSkillCast(int level, CGameActor* source) override;
void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_IG_GRAND_JUDGEMENT : public CEfstAction {
public:
void OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
void OnEfstEnd(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) override;
void OnEfstUpdate(int efstId, int value, int argument3, int argument4, CRenderObject* actor) override;
};
// OFFSET: 0x00786AA0
// FUNCTION: fn_08579
void CSkillAction_IG_CROSS_RAIN::OnSkillCast(int level, CGameActor* source) {
if (!source) {
return;
}
EffectLists* effects = g_effectMgr;
CEffect* effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_cross_rain_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->SetLifeTime(level);
}
effects = g_effectMgr;
effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_cross_rain_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->SetLifeTime(level);
}
}
// OFFSET: 0x00786D50
// FUNCTION: fn_08580
int CSkillAction_IG_CROSS_RAIN::GetSkillScopeType() {
return 9;
}
// OFFSET: 0x00786D60
// FUNCTION: fn_08581
void CSkillObjectAction_IG_CROSS_RAIN::OnSkillObjectCreate(int argument, CRenderObject* object, CGameActor* source) {
if (object && source) {
g_effectMgr->Spawn(object->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_cross_rain_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
g_effectMgr->Spawn(object->render.accountId, 2462, object->render.position.x, object->render.position.y, object->render.position.z, 0, argument, 0, 0);
}
}
// OFFSET: 0x00786F30
// FUNCTION: fn_08583
void CSkillAction_IG_GRAND_JUDGEMENT::OnSkillCast(int level, CGameActor* source) {
if (!source) {
return;
}
EffectLists* effects = g_effectMgr;
CEffect* effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_grand_judgement_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->SetLifeTime(level);
}
effects = g_effectMgr;
effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_grand_judgement_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->SetLifeTime(level);
}
}
// OFFSET: 0x007871F0
// FUNCTION: fn_08584
void CSkillAction_IG_GRAND_JUDGEMENT::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
if (!target) {
return;
}
EffectLists* effects = g_effectMgr;
effects->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_grand_judgement"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
effects = g_effectMgr;
effects->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_grand_judgement_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
const int subEffectId = CEZ2STREffectMgr::GetInstance()->EffectId("new_grand_judgement_sub");
for (int index = 0; index < 8; ++index) {
const float originX = target->render.position.x;
float x = originX;
const float y = target->render.position.y;
const float originZ = target->render.position.z;
float z = originZ;
switch (index & 3) {
case 1:
x = originX + static_cast<float>(std::max(rand() % 8, 0));
z = originZ + static_cast<float>(std::max(rand() % 8, 0));
break;
case 2:
x = originX + static_cast<float>(std::max(rand() % 8, 0));
z = originZ - static_cast<float>(std::max(rand() % 8, 0));
break;
case 3:
x = originX - static_cast<float>(std::max(rand() % 8, 0));
z = originZ + static_cast<float>(std::max(rand() % 8, 0));
break;
}
CEffect* effect = g_effectMgr->Spawn(0, subEffectId, x, y, z, 0, -1, 0, 0);
if (effect) {
effect->SetDelay(140 * (index + 1));
}
}
}
// OFFSET: 0x007876E0
// FUNCTION: fn_08585
void CEfstAction_IG_GRAND_JUDGEMENT::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("new_grand_judgement_buff"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00787860
// FUNCTION: fn_08586
void CEfstAction_IG_GRAND_JUDGEMENT::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("new_grand_judgement_buff"));
}
}
// OFFSET: 0x007879A0
// FUNCTION: fn_08587
void CEfstAction_IG_GRAND_JUDGEMENT::OnEfstUpdate(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
this->OnEfstBegin(efstId, value, 0, 0, actor, false);
}
// OFFSET: 0x007879D0
// FUNCTION: fn_08589
void CSkillAction_IG_GUARDIAN_SHIELD::OnSkillCast(int level, CGameActor* source) {
if (source) {
static_cast<EffectActor*>(source)->LaunchEffect(58, level / 16);
g_soundMgr->PlayWave("effect\\EF_BeginSpell.wav", 0.0f, 0.0f, 0.0f, 250, 40, 1.0f, 0);
}
}
// OFFSET: 0x0078C6F0
// FUNCTION: fn_08647
void CEfstAction_IG_GUARD_STANCE::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("new_guard_stance_loop_bottom"));
}
}
// OFFSET: 0x0078C830
// FUNCTION: fn_08648
void CEfstAction_IG_GUARD_STANCE::OnEfstUpdate(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
this->OnEfstBegin(efstId, value, 0, 0, actor, false);
}
// OFFSET: 0x0078C850
// FUNCTION: fn_08649
EfstActionMessage CEfstAction_IG_GUARD_STANCE::GetEfstBeginMessage() {
return {LookupMessage(MSI_IG_GUARDIAN_SHIELD_OFF), 0xFFFF00};
}
// OFFSET: 0x0078C880
// FUNCTION: fn_08650
EfstActionMessage CEfstAction_IG_GUARD_STANCE::GetEfstEndMessage() {
return {LookupMessage(MSI_IG_REBOUND_SHIELD_ON), 0xFF};
}