SkillId.h: the full SKID table (1929 entries) from skillinfoz/skillid.lua. SkillInfo.cpp: every numeric skill ID replaced by its SkillId name; Sub773A00/Sub773CB0/Sub773CD0/Sub7745B0/CSkillActionMgr::Sub77B4A0 renamed IsOptionalSelfTargetSkill/HidesUseFailureMessage/IsSupportSkill/ShowsCastEffect/CSkillActionMgr::IsSupportAction from their call sites; CSkillInfo::operator= copies scalars by assignment instead of memcpy. Compiled code unchanged (all includers checked).
407 lines
9.4 KiB
C++
407 lines
9.4 KiB
C++
#include "Contents/Skills/SkillId.h"
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#include "Contents/Skills/SkillInfo.h"
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#include "Contents/UserData/NormalItemSlots.h"
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#include "Script/LuaScript.h"
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#include <cstring>
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#include <memory>
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// GLOBAL: gl_24640
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CSkillActionMgr* g_skillActionMgr;
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// INLINED
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CSkillActionMgr::~CSkillActionMgr() = default;
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// OFFSET: 0x00773480
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// FUNCTION: fn_08311
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CSkillInfo::CSkillInfo() : available(1), id(0), level(0), name(nullptr), unknown_0028(0), unknown_0030(0), unknown_0034(0) {
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}
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// OFFSET: 0x00773400
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// FUNCTION: fn_08310
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CSkillInfo::CSkillInfo(int) : available(0), id(0), level(0), name("Unknown-Skill"), unknown_0028(0), unknown_0030(0), unknown_0034(0) {
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}
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// OFFSET: 0x0076FD70
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// FUNCTION: fn_08254
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CSkillInfo::CSkillInfo(const CSkillInfo& other) {
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*this = other;
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}
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// OFFSET: 0x009149F0
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// FUNCTION: fn_12543
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CSkillInfo& CSkillInfo::operator=(const CSkillInfo& other) {
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this->available = other.available;
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if (this == &other) {
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return *this;
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}
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this->id = other.id;
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this->unknown_000C = other.unknown_000C;
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this->level = other.level;
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this->unknown_0014 = other.unknown_0014;
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this->unknown_0018 = other.unknown_0018;
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this->unknown_001C = other.unknown_001C;
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this->name = other.name;
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this->unknown_0024 = other.unknown_0024;
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this->unknown_0028 = other.unknown_0028;
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this->unknown_002C = other.unknown_002C;
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this->unknown_0030 = other.unknown_0030;
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this->unknown_0034 = other.unknown_0034;
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this->entries = other.entries;
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return *this;
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}
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// OFFSET: 0x00773500
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// FUNCTION: fn_08312
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CSkillInfo::~CSkillInfo() = default;
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// OFFSET: 0x00774710
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// FUNCTION: fn_08325
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bool CSkillInfo::IsValid() const {
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return this->available != 0 && this->level != 0;
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}
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// OFFSET: 0x008AC440
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// FUNCTION: fn_11732
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bool CSkillInfo::MatchesShortcut(const NormalItemSlot* slot) const {
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if (!slot || !this->IsValid()) {
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return false;
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}
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const auto requested = slot->unknown_0005;
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return requested != 0 && (this->id != slot->itemId || this->level >= requested);
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}
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// OFFSET: 0x00773550
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// FUNCTION: fn_08313
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int CSkillInfo::UseApAmount(LuaScript& script, int skillLevel) const {
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int amount = 0;
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script.Call("GetLevelUseApAmount", "dd>d", static_cast<int>(this->id), skillLevel, &amount);
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return amount;
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}
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// OFFSET: 0x00773620
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// FUNCTION: fn_08314
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int CSkillInfo::UseSpAmount(LuaScript& script, int skillLevel) const {
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int amount = 0;
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script.Call("GetLevelUseSpAmount", "dd>d", static_cast<int>(this->id), skillLevel, &amount);
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return amount;
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}
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// OFFSET: 0x007736F0
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// FUNCTION: fn_08315
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const char* CSkillInfo::DisplayName(LuaScript& script) const {
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return CSkillInfo::DisplayName(script, static_cast<int>(this->id));
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}
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// OFFSET: 0x00773920
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// FUNCTION: fn_08318
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const char* CSkillInfo::DisplayName(LuaScript& script, int skillId) {
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if (skillId == SU_CN_METEOR2) {
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skillId = SU_CN_METEOR;
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} else if (skillId == SU_LUNATICCARROTBEAT2) {
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skillId = SU_LUNATICCARROTBEAT;
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}
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const char* result = nullptr;
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return script.Call("GetSkillName", "d>s", skillId, &result) ? result : "Unknown-Skill";
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}
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// OFFSET: 0x007739F0
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// FUNCTION: fn_08319
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void __stdcall Sub7739F0() {
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}
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// OFFSET: 0x00773A00
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// FUNCTION: fn_08320
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bool IsOptionalSelfTargetSkill(int skillId) {
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switch (skillId) {
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case AL_HEAL:
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case AL_INCAGI:
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case AL_DECAGI:
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case AL_BLESSING:
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case AL_CURE:
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case TF_DETOXIFY:
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case ALL_RESURRECTION:
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case PR_IMPOSITIO:
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case PR_SUFFRAGIUM:
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case PR_ASPERSIO:
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case PR_SLOWPOISON:
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case PR_STRECOVERY:
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case PR_KYRIE:
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case PR_TURNUNDEAD:
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case PR_LEXAETERNA:
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case AS_ENCHANTPOISON:
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case AS_POISONREACT:
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case AM_POTIONPITCHER:
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case AM_CP_WEAPON:
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case AM_CP_SHIELD:
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case AM_CP_ARMOR:
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case AM_CP_HELM:
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case CR_DEVOTION:
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case SA_FLAMELAUNCHER:
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case SA_FROSTWEAPON:
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case SA_LIGHTNINGLOADER:
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case SA_SEISMICWEAPON:
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case SA_DELUGE:
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case SA_DISPELL:
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case PF_SOULCHANGE:
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case PF_MINDBREAKER:
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case SL_KAAHI:
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case SL_KAUPE:
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case SL_KAITE:
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case SL_KAINA:
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case SL_STIN:
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case SL_STUN:
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case SL_SMA:
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case SL_SWOO:
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case SL_SKE:
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case SL_SKA:
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case CR_FULLPROTECTION:
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case MO_KITRANSLATION:
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case RK_ENCHANTBLADE:
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case RK_PHANTOMTHRUST:
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case GC_ANTIDOTE:
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case GC_POISONINGWEAPON:
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case AB_RENOVATIO:
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case AB_HIGHNESSHEAL:
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case AB_CLEARANCE:
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case AB_EXPIATIO:
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case SR_POWERVELOCITY:
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case SR_GENTLETOUCH_QUIET:
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case SR_GENTLETOUCH_CURE:
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case SR_GENTLETOUCH_ENERGYGAIN:
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case SR_GENTLETOUCH_CHANGE:
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case SR_GENTLETOUCH_REVITALIZE:
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case SO_STRIKING:
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case AB_SECRAMENT:
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case ML_DEVOTION:
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return true;
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default:
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return false;
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}
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}
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// OFFSET: 0x00773CB0
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// FUNCTION: fn_08321
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bool HidesUseFailureMessage(int skillId) {
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return skillId == KR_CHOP_CHOP || skillId == AT_FURIOS_STORM;
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}
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// OFFSET: 0x00773CD0
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// FUNCTION: fn_08322
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bool IsSupportSkill(int skillId) {
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switch (skillId) {
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case SM_RECOVERY:
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case AL_HEAL:
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case AL_INCAGI:
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case AL_BLESSING:
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case AL_CURE:
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case TF_DETOXIFY:
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case ALL_RESURRECTION:
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case PR_IMPOSITIO:
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case PR_SUFFRAGIUM:
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case PR_ASPERSIO:
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case PR_SLOWPOISON:
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case PR_STRECOVERY:
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case PR_KYRIE:
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case BS_REPAIRWEAPON:
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case AS_ENCHANTPOISON:
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case AS_POISONREACT:
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case AM_POTIONPITCHER:
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case AM_CP_WEAPON:
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case AM_CP_SHIELD:
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case AM_CP_ARMOR:
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case AM_CP_HELM:
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case CR_DEVOTION:
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case CR_PROVIDENCE:
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case MO_ABSORBSPIRITS:
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case SA_FLAMELAUNCHER:
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case SA_FROSTWEAPON:
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case SA_LIGHTNINGLOADER:
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case SA_SEISMICWEAPON:
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case HP_ASSUMPTIO:
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case SL_ALCHEMIST:
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case AM_BERSERKPITCHER:
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case SL_MONK:
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case SL_STAR:
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case SL_SAGE:
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case SL_CRUSADER:
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case SL_SUPERNOVICE:
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case SL_KNIGHT:
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case SL_WIZARD:
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case SL_PRIEST:
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case SL_BARDDANCER:
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case SL_ROGUE:
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case SL_ASSASIN:
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case SL_BLACKSMITH:
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case SL_HUNTER:
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case SL_SOULLINKER:
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case SL_KAIZEL:
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case SL_KAAHI:
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case SL_KAUPE:
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case SL_KAITE:
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case CR_FULLPROTECTION:
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case SL_HIGH:
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case MB_B_EXCLUDE:
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case SL_DEATHKNIGHT:
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case SL_COLLECTOR:
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case SL_NINJA:
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case SL_GUNNER:
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case DA_RESET:
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case DE_COIL:
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case DA_FIRSTSLOT:
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case DA_HEADDEF:
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case DA_REWARD:
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case DA_EARPLUG:
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case DA_CONTRACT:
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case DA_COPY:
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case DA_CRYSTAL:
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case DA_EXP:
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case DA_REBUILD:
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case DA_JOBCHANGE:
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case GM_SANDMAN:
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case CASH_BLESSING:
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case CASH_INCAGI:
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case CASH_ASSUMPTIO:
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case ALL_ANGEL_PROTECT:
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case NPC_CHEAL:
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case MO_KITRANSLATION:
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case RK_ENCHANTBLADE:
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case RK_CRUSHSTRIKE:
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case GC_ANTIDOTE:
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case AB_CLEMENTIA:
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case AB_CANTO:
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case AB_CHEAL:
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case AB_RENOVATIO:
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case AB_HIGHNESSHEAL:
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case AB_CLEARANCE:
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case AB_EXPIATIO:
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case NC_REPAIR:
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case SC_SHADOWFORM:
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case LG_PIETY:
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case SR_POWERVELOCITY:
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case SR_GENTLETOUCH_CURE:
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case SR_GENTLETOUCH_CHANGE:
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case SR_GENTLETOUCH_REVITALIZE:
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case MI_HARMONIZE:
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case WM_DEADHILLHERE:
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case WM_GLOOMYDAY:
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case SO_STRIKING:
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case GN_BLOOD_SUCKER:
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case GN_WALLOFTHORN:
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case AB_SECRAMENT:
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case ALL_ODINS_POWER:
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case SP_SOULGOLEM:
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case SP_SOULSHADOW:
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case SP_SOULFALCON:
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case SP_SOULFAIRY:
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case SP_SOULREVOLVE:
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case SP_KAUTE:
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case KG_KAGEMUSYA:
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case OB_ZANGETSU:
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case OB_OBOROGENSOU:
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case ECL_SNOWFLIP:
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case ECL_PEONYMAMY:
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case ECL_SADAGUI:
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case ECL_SEQUOIADUST:
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case SU_ARCLOUSEDASH:
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case SU_TUNABELLY:
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case SU_TUNAPARTY:
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case SU_BUNCHOFSHRIMP:
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case SU_FRESHSHRIMP:
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case WE_ONEFOREVER:
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case CD_REPARATIO:
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case CD_MEDIALE_VOTUM:
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case CD_ARGUTUS_VITA:
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case CD_ARGUTUS_TELUM:
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case CD_PRESENS_ACIES:
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case CD_DILECTIO_HEAL:
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case CD_RELIGIO:
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case CD_BENEDICTUM:
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case MT_A_MACHINE:
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case MT_D_MACHINE:
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case BO_ADVANCE_PROTECTION:
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case EM_SPELL_ENCHANTING:
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case EM_INCREASING_ACTIVITY:
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case MH_PAIN_KILLER:
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case MER_REGAIN:
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case MER_TENDER:
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case MER_BENEDICTION:
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case MER_RECUPERATE:
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case MER_MENTALCURE:
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case MER_COMPRESS:
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case MER_KYRIE:
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case MER_BLESSING:
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case MER_INCAGI:
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return true;
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default:
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return CSkillActionMgr::GetInstance()->IsSupportAction(skillId);
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}
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}
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// OFFSET: 0x0077B4A0
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// FUNCTION: fn_08413
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bool CSkillActionMgr::IsSupportAction(int skillId) {
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auto it = this->m_skillActions.find(skillId);
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std::unique_ptr<CSkillAction> action(it != this->m_skillActions.end() ? it->second() : nullptr);
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return action ? action->Slot00() : false;
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}
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// OFFSET: 0x007737C0
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// FUNCTION: fn_08316
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const char* CSkillInfo::IdName(LuaScript& script) const {
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return CSkillInfo::IdName(script, static_cast<int>(this->id));
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}
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// OFFSET: 0x00773870
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// FUNCTION: fn_08317
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const char* CSkillInfo::IdName(LuaScript& script, int skillId) {
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const char* result = nullptr;
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return script.Call("GetSkillIdName", "d>s", skillId, &result) ? result : "Zero Skill";
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}
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// OFFSET: 0x00774500
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// FUNCTION: fn_08323
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bool CSkillInfo::UsesLevel(LuaScript& script, int skillId) {
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bool result = false;
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return script.Call("IsLevelUseSkill", "d>b", skillId, &result) ? result : false;
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}
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// OFFSET: 0x007745B0
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// FUNCTION: fn_08324
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bool ShowsCastEffect(int skillId) {
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switch (skillId) {
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case MG_NAPALMBEAT:
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case MG_SAFETYWALL:
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case MG_SOULSTRIKE:
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case MG_COLDBOLT:
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case MG_FROSTDIVER:
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case MG_STONECURSE:
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case MG_FIREBALL:
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case MG_FIREWALL:
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case MG_FIREBOLT:
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case MG_LIGHTNINGBOLT:
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case MG_THUNDERSTORM:
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case AL_WARP:
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case AL_INCAGI:
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case AL_DECAGI:
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case AL_CRUCIS:
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case AL_ANGELUS:
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case PR_TURNUNDEAD:
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case WZ_WATERBALL:
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case NPC_DARKSTRIKE:
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case CASH_INCAGI:
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case NPC_DRAGONBREATH:
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case RK_DRAGONBREATH:
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case ALL_ODINS_RECALL:
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case RETURN_TO_ELDICASTES:
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case ALL_GUARDIAN_RECALL:
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case RK_DRAGONBREATH_WATER:
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return false;
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default:
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return true;
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}
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}
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