rodecomp/Source/Client/Mode/GameModeActorEffects.cpp
ragnarok-clanker f8d3e8622d Maintenance: Rename placeholder sub_XXXXXX functions to evidence-based names (Lua registration strings, log/error strings, packet ids
Batch #13412 by ragnarok-clanker: no function's compiled code changes; checked with 592 compiled unit(s), including every includer of Source/Client/Mode/CGameMode.h, Source/Client/Session.h, Source/Contents/Actors/GameActor.h, Source/Contents/CashEmotionMgr.h, Source/Contents/ClientItemLists.h, Source/Contents/ClientState.h, Source/Contents/Configuration/GameSettingsMgr.h, Source/Contents/Items/ItemInfo.h, Source/Contents/NavigationManager.h, Source/Contents/RenewQuestMgr.h, Source/Contents/ReputeMgr.h, Source/Contents/Schedule/TimeScheduler.h, Source/Contents/WorldView/WorldViewData.h, Source/UI/Buttons/UIDescriptRace.h, Source/UI/CashEmotion/UICashEmotionListWnd.h, Source/UI/Dialogs/UIPasswordWnd.h, Source/UI/Edit/UIEditCtrl.h, Source/UI/Edit/UIItemTagCtrl.h, Source/UI/GameSettings/GameSettingsUI.h, Source/UI/Item/UIItemStoreSubWnd.h, Source/UI/Items/UISwapEquipmentWnd.h, Source/UI/Lists/UIChatHisBox.h, Source/UI/Lists/UITagListBox.h, Source/UI/Quest/UIOngoingQuestInfo.h, Source/UI/Quest/UIRenewQuestUI.h, Source/UI/Rodex/UIRodexComposeWnd.h, Source/UI/Text/UIAchWnd.h, Source/UI/UIGradeEnchantWnd.h, Source/UI/UIIngredientInfoWnd.h, Source/UI/UIMacroUserInfoWnd.h, Source/UI/Window/UINewSkillListWnd.h, Source/UI/Window/UIRegisterMgr.h, Source/UI/Window/UIWindow.h, Source/UI/Window/UIWindowMgr.h, Source/Utility/JsonCppLoader.h.
2026-11-06 16:30:12 +00:00

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C++

#include "Client/Mode/CGameMode.h"
#include "Contents/Actors/Pc.h"
#include "Contents/World/World.h"
// OFFSET: 0x00CD6DD0
// FUNCTION: fn_21289
void CGameMode::RefreshActorJobEffects(bool playerOnly) {
this->scene->player->ResetJobEffects();
this->scene->player->UpdateMaxLevelAura();
if (!playerOnly) {
for (std::list<CRenderObject*>::iterator it = this->scene->actors.begin(); it != this->scene->actors.end(); ++it) {
CGameActor* actor = static_cast<CGameActor*>(*it);
if (actor->unknown_02B4 != 0) {
actor->ResetJobEffects();
actor->UpdateMaxLevelAura();
}
}
}
}