Batch #14938 by ragnarok-clanker: no function's compiled code changes; checked with 162 compiled unit(s).
880 lines
34 KiB
C++
880 lines
34 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/Actors/Pc.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/EffectActor.h"
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#include "Contents/Effects/EffectLists.h"
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#include "Contents/Effects/EZ2STREffectEx.h"
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#include "Contents/MessageTable.h"
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#include "Contents/Skills/SkillInfo.h"
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#include "Contents/Sound/SoundMgr.h"
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#include "Contents/World/World.h"
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#include "Utility/Math/Vector3d.h"
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#include "Resource/MSGSTRINGID.h"
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#include <algorithm>
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#include <cstdlib>
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#include <format>
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#include <string>
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class CSkillAction_IG_GUARDIAN_SHIELD : 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_IG_GUARDIAN_SHIELD : 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_IG_HOLY_SHIELD : 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_IG_HOLY_SHIELD : 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_IG_JUDGEMENT_CROSS : 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_IG_OVERSLASH : 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_IG_REBOUND_SHIELD : 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_REBOUND_S : 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_IG_ULTIMATE_SACRIFICE : 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_IG_ULTIMATE_SACRIFICE : 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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};
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class CSkillAction_IG_IMPERIAL_CROSS : public CSkillAction {
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public:
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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_IG_RADIANT_SPEAR : 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_IG_IMPERIAL_PRESSURE : 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_IG_SHIELD_SHOOTING : 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_IG_ATTACK_STANCE : 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 OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
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};
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class CEfstAction_IG_ATTACK_STANCE : 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_IG_GUARD_STANCE : 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 OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
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};
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class CEfstAction_IG_GUARD_STANCE : 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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// OFFSET: 0x00787A30
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// FUNCTION: fn_08590
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void CSkillAction_IG_GUARDIAN_SHIELD::OnSkillEffect(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("new_guardianshield"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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effects = g_effectMgr;
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effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guardianshield_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x00787CC0
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// FUNCTION: fn_08591
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void CEfstAction_IG_GUARDIAN_SHIELD::OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) {
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if (actor) {
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EffectLists* effects = g_effectMgr;
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effects->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guardianshield_buff_start"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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effects = g_effectMgr;
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effects->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guardianshield_buff_loop"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x00787F60
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// FUNCTION: fn_08592
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void CEfstAction_IG_GUARDIAN_SHIELD::OnEfstEnd(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
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if (actor) {
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EffectLists* effects = g_effectMgr;
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effects->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_guardianshield_buff_loop"));
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}
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}
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// OFFSET: 0x007880A0
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// FUNCTION: fn_08593
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void CEfstAction_IG_GUARDIAN_SHIELD::OnEfstUpdate(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
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this->OnEfstBegin(efstId, value, 0, 0, actor, false);
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}
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// OFFSET: 0x007880C0
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// FUNCTION: fn_08594
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EfstActionMessage CEfstAction_IG_GUARDIAN_SHIELD::GetEfstBeginMessage() {
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return {LookupMessage(MSI_IG_REBOUND_SHIELD_OFF), 0xFFFF00};
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}
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// OFFSET: 0x007880F0
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// FUNCTION: fn_08595
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EfstActionMessage CEfstAction_IG_GUARDIAN_SHIELD::GetEfstEndMessage() {
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return {LookupMessage(MSI_IG_HOLY_SHIELD_ON), 0xFF};
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}
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// OFFSET: 0x00788120
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// FUNCTION: fn_08596
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void CSkillAction_IG_HOLY_SHIELD::OnSkillCast(int level, CGameActor* source) {
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EffectLists* effects = g_effectMgr;
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CEffect* effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_cast"),
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0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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if (effect) {
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effect->SetLifeTime(level);
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}
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effects = g_effectMgr;
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effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_cast_bottom"),
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0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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if (effect) {
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effect->SetLifeTime(level);
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}
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}
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// OFFSET: 0x007883D0
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// FUNCTION: fn_08597
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void CSkillAction_IG_HOLY_SHIELD::OnSkillEffect(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("new_holy_shield"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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effects = g_effectMgr;
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effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x00788650
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// FUNCTION: fn_08598
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void CEfstAction_IG_HOLY_SHIELD::OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) {
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if (actor) {
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EffectLists* effects = g_effectMgr;
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effects->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_loop"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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effects = g_effectMgr;
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effects->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_loop_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x007888E0
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// FUNCTION: fn_08599
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void CEfstAction_IG_HOLY_SHIELD::OnEfstEnd(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
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if (actor) {
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EffectLists* effects = g_effectMgr;
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effects->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_loop"));
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effects = g_effectMgr;
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effects->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_holy_shield_loop_bottom"));
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}
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}
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// OFFSET: 0x00788B00
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// FUNCTION: fn_08600
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void CEfstAction_IG_HOLY_SHIELD::OnEfstUpdate(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
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this->OnEfstBegin(efstId, value, 0, 0, actor, false);
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}
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// OFFSET: 0x00788B20
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// FUNCTION: fn_08601
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EfstActionMessage CEfstAction_IG_HOLY_SHIELD::GetEfstBeginMessage() {
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return {LookupMessage(MSI_IG_ULTIMATE_SACRIFICE_OFF), 0xFFFF00};
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}
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// OFFSET: 0x00788B50
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// FUNCTION: fn_08602
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EfstActionMessage CEfstAction_IG_HOLY_SHIELD::GetEfstEndMessage() {
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return {LookupMessage(MSI_AG_CLIMAX_ON), 0xFF};
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}
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// OFFSET: 0x00788B90
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// FUNCTION: fn_08604
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void CSkillAction_IG_JUDGEMENT_CROSS::OnSkillCast(int level, CGameActor* source) {
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if (!source) {
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return;
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}
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EffectLists* effects = g_effectMgr;
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CEffect* effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross_cast"),
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0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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if (effect) {
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effect->SetLifeTime(level);
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}
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effects = g_effectMgr;
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effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross_cast_bottom"),
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0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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if (effect) {
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effect->SetLifeTime(level);
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}
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}
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// OFFSET: 0x00788E50
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// FUNCTION: fn_08605
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void CSkillAction_IG_JUDGEMENT_CROSS::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
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if (source && target) {
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const vector3d position = source->render.position;
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EffectLists* effects = g_effectMgr;
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effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross_shot"), position.x, position.y, position.z,
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target->render.accountId, -1, 0, 0);
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}
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}
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// OFFSET: 0x00788FE0
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// FUNCTION: fn_08606
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void CSkillAction_IG_JUDGEMENT_CROSS::OnSkillHit(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(0, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross_bottom"), source->render.position.x,
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source->render.position.y, source->render.position.z, 0, -1, 0, 0);
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effects = g_effectMgr;
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effects->Spawn(0, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross"), source->render.position.x,
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source->render.position.y, source->render.position.z, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x00789260
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// FUNCTION: fn_08607
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void CSkillAction_IG_JUDGEMENT_CROSS::OnSkillDamage(int level, CGameActor* source, CGameActor* target) {
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if (source) {
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g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_judgement_cross_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x00789400
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// FUNCTION: fn_08609
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void CSkillAction_IG_OVERSLASH::OnSkillCast(int level, CGameActor* source) {
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if (!source) {
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return;
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}
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EffectLists* effects = g_effectMgr;
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CEffect* effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_overslash_cast"),
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0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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if (effect) {
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effect->SetLifeTime(level);
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}
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}
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// OFFSET: 0x00789590
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// FUNCTION: fn_08610
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void CSkillAction_IG_OVERSLASH::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
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if (target) {
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EffectLists* effects = g_effectMgr;
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effects->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_overslash"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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effects = g_effectMgr;
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effects->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_overslash_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x00789800
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// FUNCTION: fn_08611
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void CSkillAction_IG_OVERSLASH::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("new_overslash_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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}
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}
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// OFFSET: 0x00789980
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// FUNCTION: fn_08612
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void CSkillAction_IG_REBOUND_SHIELD::OnSkillCast(int level, CGameActor* source) {
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if (!source) {
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return;
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}
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EffectLists* effects = g_effectMgr;
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CEffect* effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_rebound_shield_cast"),
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0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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if (effect) {
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effect->SetLifeTime(level);
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}
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effects = g_effectMgr;
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effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("new_rebound_shield_cast_bottom"),
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0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
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if (effect) {
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effect->SetLifeTime(level);
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}
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}
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// OFFSET: 0x00789C50
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// FUNCTION: fn_08613
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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};
|
|
}
|