rodecomp/Source/Contents/Skills/SkillActionNightWatch.cpp
ragnarok-clanker ca690786a0 Maintenance: Name the SlotNN virtuals (all 6 families: skill actions, effects, actors, UI extension classes, UIWindow). 191 slots nam
Batch #14874 by ragnarok-clanker: no function's compiled code changes; checked with 651 compiled unit(s), including every includer of Source/Client/Mode/CGameMode.h, Source/Client/Mode/CLoginMode.h, Source/Client/Mode/CMode.h, Source/Contents/Actors/GameActor.h, Source/Contents/Actors/GrannyGameActor.h, Source/Contents/Actors/Npc.h, Source/Contents/Actors/Pc.h, Source/Contents/Actors/RenderObject.h, Source/Contents/Camera/Camera.h, Source/Contents/EffectResourceSwitcher.h, Source/Contents/Effects/AMachineEffect.h, Source/Contents/Effects/AcidifiedThrow.h, Source/Contents/Effects/AnimatedEmitterEffect.h, Source/Contents/Effects/AstralStrikeEffect.h, Source/Contents/Effects/AxeBoomerang.h, Source/Contents/Effects/Bash.h, Source/Contents/Effects/BezierArcThrowEffect.h, Source/Contents/Effects/BindTrapEffect.h, Source/Contents/Effects/BlastForge.h, Source/Contents/Effects/CaneOfEvilEyeEffect.h, Source/Contents/Effects/CartCannon.h, Source/Contents/Effects/CellRangeEffect.h, Source/Contents/Effects/ChangeSizeEffect.h, Source/Contents/Effects/CharacterParticleBundle.h, Source/Contents/Effects/ChargingPierceEffect.h, Source/Contents/Effects/CherryBlossomEffect.h, Source/Contents/Effects/ClimaxEffect.h, Source/Contents/Effects/CloudEffect.h, Source/Contents/Effects/CloudKillEffect.h, Source/Contents/Effects/CommonFloorEffect.h, Source/Contents/Effects/Competentia.h, Source/Contents/Effects/CresciveBolt.h, Source/Contents/Effects/EZ2STREffect.h, Source/Contents/Effects/EZ2STREffectEx.h, Source/Contents/Effects/Effect.h, Source/Contents/Effects/ElectricEffect.h, Source/Contents/Effects/EmitterEffect.h, Source/Contents/Effects/EnergyOrbEffect.h, Source/Contents/Effects/EvilLandEffect.h, Source/Contents/Effects/EvilsPawEffect.h, Source/Contents/Effects/FlowerCastingEffect.h, Source/Contents/Effects/FortuneKissEffect.h, Source/Contents/Effects/FriggSongEffect.h, Source/Contents/Effects/FuumaShouakuEffect.h, Source/Contents/Effects/GlassWallEffect.h, Source/Contents/Effects/GravityControlEffect.h, Source/Contents/Effects/HealEffect.h, Source/Contents/Effects/HealSpEffect.h, Source/Contents/Effects/HitLineEffect.h, Source/Contents/Effects/JupitelThunderStormEffect.h, Source/Contents/Effects/Level150Effect.h, Source/Contents/Effects/Level99Effect.h, Source/Contents/Effects/Level99Orb1Effect.h, Source/Contents/Effects/Level99Orb2Effect.h, Source/Contents/Effects/LightSphereEffect.h, Source/Contents/Effects/MagicFloorEffect.h, Source/Contents/Effects/MagnumBreak.h, Source/Contents/Effects/MapChainEffect.h, Source/Contents/Effects/MapMagicZoneEffect.h, Source/Contents/Effects/MappillarEffect.h, Source/Contents/Effects/MonsterSkillEffects.h, Source/Contents/Effects/NyanggrassEffect.h, Source/Contents/Effects/Particle.h, Source/Contents/Effects/PokJukEffect.h, Source/Contents/Effects/PowderingEffect.h, Source/Contents/Effects/RagEffect.h, Source/Contents/Effects/RainbowEffect.h, Source/Contents/Effects/RectUpEffect.h, Source/Contents/Effects/RedLineEffect.h, Source/Contents/Effects/RichManKim.h, Source/Contents/Effects/RotateBgEffect.h, Source/Contents/Effects/RotateItemEffect.h, Source/Contents/Effects/RotateLineEffect.h, Source/Contents/Effects/SaintCastingEffect.h, Source/Contents/Effects/ScatterEffect.h, Source/Contents/Effects/ShadowExceedEffect.h, Source/Contents/Effects/SkillEffects.h, Source/Contents/Effects/SmokeEffect.h, Source/Contents/Effects/SoulCollectEffect.h, Source/Contents/Effects/SoulUnityEffect.h, Source/Contents/Effects/SphereWind2Effect.h, Source/Contents/Effects/SphereWindEffect.h, Source/Contents/Effects/SpriteEffect.h, Source/Contents/Effects/SquareRangeEffect.h, Source/Contents/Effects/StarEffect.h, Source/Contents/Effects/StarEmperorEffect.h, Source/Contents/Effects/StealEffect.h, Source/Contents/Effects/StormCannonEffect.h, Source/Contents/Effects/StormGustEffect.h, Source/Contents/Effects/StormKickEffect.h, Source/Contents/Effects/SunStanceEffect.h, Source/Contents/Effects/TalismanMarkEffect.h, Source/Contents/Effects/TetraBallEffect.h, Source/Contents/Effects/ThrowEffects.h, Source/Contents/Effects/TriangleShotArrow.h, Source/Contents/Effects/ViolentQuakeEffect.h, Source/Contents/Effects/WindEffect.h, Source/Contents/Ground/GroundGeometry.h, Source/Contents/Messenger/MessengerWindows.h, Source/Contents/SignBoard/SignBoard.h, Source/Contents/Skills/SkillInfo.h, Source/Resource/EmblemResource.h, Source/Resource/GifResource.h, Source/Resource/Resource.h, Source/UI/Acceptance/UIAutoMessageWnd.h, Source/UI/Acceptance/UIJoinPartyAcceptWnd.h, Source/UI/AdventureGuide/UIAdventureGuide.h, Source/UI/Buttons/UIBitmapButton2.h, Source/UI/Buttons/UIBmpRadioBtn.h, Source/UI/Buttons/UIButton.h, Source/UI/Buttons/UICashEmotionSprBtn.h, Source/UI/Buttons/UICheckBox.h, Source/UI/Buttons/UIDescriptRace.h, Source/UI/Buttons/UIItemMoveInfo.h, Source/UI/Buttons/UIItemTagButton.h, Source/UI/Buttons/UIJobSlotButton.h, Source/UI/Buttons/UINaviLinkButton.h, Source/UI/Buttons/UIRadioBtn.h, Source/UI/Buttons/UIRadioButton.h, Source/UI/Buttons/UIReplayButton.h, Source/UI/Buttons/UISlotBmpButton.h, Source/UI/Buttons/UISpriteButton.h, Source/UI/Buttons/UITVBitmapButton.h, Source/UI/Buttons/UITVTextButton.h, Source/UI/Buttons/UITagButton.h, Source/UI/Buttons/UITextButton.h, Source/UI/Buttons/UITextureButton.h, Source/UI/CashEmotion/UICashEmotionListWnd.h, Source/UI/CashEmotion/UICashEmotionMiniWnd.h, Source/UI/CashEmotion/UICashEmotionPack.h, Source/UI/CashEmotion/UICashEmotionPiece.h, Source/UI/CashShop/UICashShopWnd.h, Source/UI/Chat/UIChatRoomMakeWnd.h, Source/UI/Chat/UIChatRoomTitle.h, Source/UI/Chat/UINewChatWnd.h, Source/UI/Chat/UISubChatHisWnd.h, Source/UI/Chat/UISubChatMiniWnd.h, Source/UI/Chat/UIWhisperWnd.h, Source/UI/Clan/UIClanWnd.h, Source/UI/Dialogs/UIBookWnd.h, Source/UI/Dialogs/UIChooseWarpWnd.h, Source/UI/Dialogs/UIChooseWnd.h, Source/UI/Dialogs/UIDisconnectedServerMsgWnd.h, Source/UI/Dialogs/UIEditctrlWnd.h, Source/UI/Dialogs/UIEmailAddressWnd.h, Source/UI/Dialogs/UIGraffiStrboxWnd.h, Source/UI/Dialogs/UILoadingWnd.h, Source/UI/Dialogs/UIMemorialDunWnd.h, Source/UI/Dialogs/UIMenuWnd.h, Source/UI/Dialogs/UIMiniMapWnd.h, Source/UI/Dialogs/UIMinimapZoomWnd.h, Source/UI/Dialogs/UINoticeConfirmWnd.h, Source/UI/Dialogs/UINotifyLevelUpWnd.h, Source/UI/Dialogs/UINotifyQuestWnd.h, Source/UI/Dialogs/UINpcEditDialogWnd.h, Source/UI/Dialogs/UIPasswordWnd.h, Source/UI/Dialogs/UIPetTamingDeceiveWnd.h, Source/UI/Dialogs/UIProhibitListWnd.h, Source/UI/Dialogs/UIQuitWnd.h, Source/UI/Dialogs/UIRestartWnd.h, Source/UI/Dialogs/UISayDialogWnd.h, Source/UI/Dialogs/UISelectCartWnd.h, Source/UI/Dialogs/UITipOfTheDayWnd.h, Source/UI/Dialogs/UITipboxWnd.h, Source/UI/Dialogs/UIToolTipWnd.h, Source/UI/Dialogs/UIWaitDBSaveWnd.h, Source/UI/Dialogs/UIWaitWnd.h, Source/UI/Edit/UICandidateWnd.h, Source/UI/Edit/UIEditBoxEx.h, Source/UI/Edit/UIEditCtrl.h, Source/UI/Edit/UIEditCtrl_Currency.h, Source/UI/Emotion/UIEmotionWnd.h, Source/UI/Enchant/EnchantUI.h, Source/UI/EntryQueue/UIEntryQueueWnd.h, Source/UI/Exchange/UIExchangeUI.h, Source/UI/FrameSkin.h, Source/UI/GameSettings/GameSettingsUI.h, Source/UI/Gauges/UIPcGage.h, Source/UI/Guild/UIAgitWnd.h, Source/UI/Guild/UIGuildHelperWnd.h, Source/UI/Guild/UIGuildWnd.h, Source/UI/Guild/UIGuild_Storage_Log.h, Source/UI/Item/UIEquipmentPropertiesWnd.h, Source/UI/Item/UIItemBaseWnd.h, Source/UI/Item/UIItemPurchaseWnd.h, Source/UI/Item/UIItemSellWnd.h, Source/UI/Item/UIItemSellWnd2.h, Source/UI/Item/UIItemShopWnd.h, Source/UI/Item/UIItemShopWnd2.h, Source/UI/Item/UIItemStoreFindWnd.h, Source/UI/Item/UIItemStoreSubWnd.h, Source/UI/Item/UIItemStoreWnd.h, Source/UI/Item/UIItemWnd.h, Source/UI/Item/UIMerchantItemLogWnd.h, Source/UI/Item/UIParaItemShopWnd.h, Source/UI/Items/MergeItemWnd.h, Source/UI/Items/UICardItemIllustWnd.h, Source/UI/Items/UIEquipWnd.h, Source/UI/Items/UIExchangeWnd.h, Source/UI/Items/UIGameItem.h, Source/UI/Items/UIIllustWnd.h, Source/UI/Items/UIItemCollectionWnd.h, Source/UI/Items/UIItemIdentifyWnd.h, Source/UI/Items/UIItemParamChangeDisplayWnd.h, Source/UI/Items/UIItemRepairWnd.h, Source/UI/Items/UIMakeTargetListWnd.h, Source/UI/Items/UIMakeTargetProcessWnd.h, Source/UI/Items/UIMakeTargetResultWnd.h, Source/UI/Items/UINotifyItemObtainWnd.h, Source/UI/Items/UISwapEquipmentWnd.h, Source/UI/Items/UIWeaponRefineWnd.h, Source/UI/Lists/TableBox.h, Source/UI/Lists/UIChatHisBox.h, Source/UI/Lists/UIComboBox.h, Source/UI/Lists/UIComboBoxDefWnd.h, Source/UI/Lists/UIComboBoxEx.h, Source/UI/Lists/UIComboBoxV2Wnd.h, Source/UI/Lists/UIComboBoxWnd.h, Source/UI/Lists/UIImgMenu.h, Source/UI/Lists/UIItemStoreComboBox.h, Source/UI/Lists/UIListBox.h, Source/UI/Lists/UIListBoxEx.h, Source/UI/Lists/UIListBoxID.h, Source/UI/Lists/UIListBoxNavi.h, Source/UI/Lists/UIListBoxNaviSearch.h, Source/UI/Lists/UIListBoxTemplate.h, Source/UI/Lists/UIMemberListBox.h, Source/UI/Lists/UIPackageBoxNameList.h, Source/UI/Lists/UIReplayListBox.h, Source/UI/Lists/UIScrollBar.h, Source/UI/Lists/UITabControl.h, Source/UI/Lists/UITagListBox.h, Source/UI/Lists/UIThumb.h, Source/UI/Lists/UITreeView.h, Source/UI/Lists/UIVScrollBar.h, Source/UI/Menu/UIMenuIconWnd.h, Source/UI/Navigation/UINavigationV4Wnd.h, Source/UI/Navigation/UIPrivateAirplaneWnd.h, Source/UI/Party/UIAdvenPartyBoardWnd.h, Source/UI/Party/UIApplyForPartyWnd.h, Source/UI/Party/UIMiniPartyWnd.h, Source/UI/Party/UIPartyInfoWnd.h, Source/UI/Party/UIPartySettingWnd.h, Source/UI/Party/UIRegisterPartyWnd.h, Source/UI/Party/UIRequestJoinPartyWnd.h, Source/UI/ProbabilityTable/UIProbabilityTable.h, Source/UI/Quest/UIOngoingQuestInfo.h, Source/UI/Quest/UIQuestDisplay.h, Source/UI/Quest/UIRecommendedQuestInfo.h, Source/UI/Quest/UIRenewQuestUI.h, Source/UI/Quest/UIRenewQuestWnd.h, Source/UI/Rodex/UIRodexComposeWnd.h, Source/UI/Rodex/UIRodexInboxWnd.h, Source/UI/RuneSystem/UIRuneSystemWindows.h, Source/UI/RuneSystem/UIRuneSystemWnd.h, Source/UI/SelectPackageItemBox/SelectPackageItemBox.h, Source/UI/Shop/UIMerchantItemMyShopWnd.h, Source/UI/Shop/UIMerchantItemPurchaseMSGWnd.h, Source/UI/Shop/UIMerchantItemPurchaseWnd.h, Source/UI/Shop/UIMerchantItemShopWnd.h, Source/UI/Shop/UIMerchantItemWnd.h, Source/UI/Shop/UIMerchantMirrorItemWnd.h, Source/UI/Shop/UIMerchantShopMakeWnd.h, Source/UI/Shop/UIMerchantShopTitle.h, Source/UI/Shop/UINoticeMessageBox_LockSellItem.h, Source/UI/Shop/UInCash_CallWnd.h, Source/UI/Shortcuts/UIQuickSlotWnd.h, Source/UI/Shortcuts/UIShortCutWnd.h, Source/UI/Skill/UISkillDescribeWnd.h, Source/UI/Skill/UISkillListWnd.h, Source/UI/Skill/UISkillNameChangeWnd.h, Source/UI/SkillDelayInfo/SkillDelayInfo.h, Source/UI/Status/UIStatusWnd.h, Source/UI/StylingShop/UIStylingShopWnd.h, Source/UI/Text/UIAchWnd.h, Source/UI/Text/UIBalloonText.h, Source/UI/Text/UINameBalloonText.h, Source/UI/Text/UIStaticText.h, Source/UI/Text/UIStaticTextControl.h, Source/UI/Text/UIStaticText_LF.h, Source/UI/Text/UIString.h, Source/UI/Text/UITagTextViewer.h, Source/UI/Text/UITextViewer.h, Source/UI/Text/UITextViewerControl.h, Source/UI/Text/UITransBalloonText.h, Source/UI/UIBarGraph.h, Source/UI/UIBartermarketWnd.h, Source/UI/UIBasicCtrl.h, Source/UI/UIBroadcastBalloon.h, Source/UI/UICaptchaPreviewWnd.h, Source/UI/UICaptchaRegisterWnd.h, Source/UI/UIChangeMaterialWnd.h, Source/UI/UICheckAttendanceWnd.h, Source/UI/UIGradeEnchantWnd.h, Source/UI/UIHotkeyGuideWnd.h, Source/UI/UIIngredientInfoWnd.h, Source/UI/UIItemReformWnd.h, Source/UI/UILapineScrollBar.h, Source/UI/UILapineUpgradeBoxWnd.h, Source/UI/UIMacroBlackListCheckWnd.h, Source/UI/UIMacroDetectorWnd.h, Source/UI/UIMacroReport.h, Source/UI/UIMacroUserInfoWnd.h, Source/UI/UIPreviewEquipWnd.h, Source/UI/UIRefiningWnd.h, Source/UI/UIReputeWnd.h, Source/UI/UIRoundBoxTooltipWnd.h, Source/UI/UIScrollWnd.h, Source/UI/UISlotBitmap.h, Source/UI/UIStaticBitmap.h, Source/UI/UIStaticItem.h, Source/UI/Window/UIAccountLimitedToolWnd.h, Source/UI/Window/UIBalloonOpenBtn.h, Source/UI/Window/UIBank_NewWnd.h, Source/UI/Window/UIBasicInfoWnd.h, Source/UI/Window/UIBattleMsgOptionWnd.h, Source/UI/Window/UIBitmapTab.h, Source/UI/Window/UIChangeNameWnd.h, Source/UI/Window/UIChatRoomWnd.h, Source/UI/Window/UICntWnd.h, Source/UI/Window/UICollectionSystemWnd.h, Source/UI/Window/UIControl.h, Source/UI/Window/UIDebuffRemoveWnd.h, Source/UI/Window/UIEmblemWnd.h, Source/UI/Window/UIEscOptionWnd.h, Source/UI/Window/UIFrameWnd.h, Source/UI/Window/UIHomunInfoWnd.h, Source/UI/Window/UIHotKeyWnd.h, Source/UI/Window/UIJobListWnd.h, Source/UI/Window/UILoginOTPWnd.h, Source/UI/Window/UILoginWnd.h, Source/UI/Window/UIMakeCharWnd.h, Source/UI/Window/UIMerInfoWnd.h, Source/UI/Window/UIMessageBox.h, Source/UI/Window/UIMessageBoxAutoreturn.h, Source/UI/Window/UIMileageWnd.h, Source/UI/Window/UIMiniBtnWnd.h, Source/UI/Window/UIMonsterDisplayWnd.h, Source/UI/Window/UIMonsterInfoWnd.h, Source/UI/Window/UINavigationHelpWnd.h, Source/UI/Window/UINavigationWnd.h, Source/UI/Window/UINewMakeCharWnd.h, Source/UI/Window/UINewSelectCharWnd.h, Source/UI/Window/UINewSkillListWnd.h, Source/UI/Window/UINoteWnd.h, Source/UI/Window/UINoticeWnd.h, Source/UI/Window/UIOpenMailBoxWnd.h, Source/UI/Window/UIOpenRoulletteWnd.h, Source/UI/Window/UIPartyBookingHelpWnd.h, Source/UI/Window/UIPetEvolutionWnd.h, Source/UI/Window/UIPetInfoWnd.h, Source/UI/Window/UIRebirthWnd.h, Source/UI/Window/UIReplayControlWnd.h, Source/UI/Window/UIReplayRECControlWnd.h, Source/UI/Window/UIResizer.h, Source/UI/Window/UIRoMapWnd.h, Source/UI/Window/UIRodexContentsWnd.h, Source/UI/Window/UIRoulletteWnd.h, Source/UI/Window/UISecondCostumeWnd.h, Source/UI/Window/UISeekPartyListWnd.h, Source/UI/Window/UISeekPartyMBWnd.h, Source/UI/Window/UISeekPartyWnd.h, Source/UI/Window/UISelCharForUServerWnd.h, Source/UI/Window/UISelectReplayDataWnd.h, Source/UI/Window/UISelectServerWnd.h, Source/UI/Window/UISerachStoreInfoWnd.h, Source/UI/Window/UIShowWarpWnd.h, Source/UI/Window/UITab.h, Source/UI/Window/UITalkboxTrapInputWnd.h, Source/UI/Window/UITransMenuWnd.h, Source/UI/Window/UIVideoWnd.h, Source/UI/Window/UIViewCameraInfoWnd.h, Source/UI/Window/UIWindow.h, Source/UI/Window/UIWordDisplayWnd.h.
2026-11-07 21:38:02 +00:00

688 lines
25 KiB
C++

#include "Client/Mode/CGameMode.h"
#include "Client/Mode/ModeMgr.h"
#include "Contents/Actors/GameActor.h"
#include "Contents/Actors/RenderObject.h"
#include "Contents/Camera/Camera.h"
#include "Contents/Configuration/ServiceOptions.h"
#include "Contents/EffectResourceSwitcher.h"
#include "Contents/Effects/EZ2STREffectEx.h"
#include "Contents/Effects/Effect.h"
#include "Contents/Effects/EffectActor.h"
#include "Contents/Effects/EffectLists.h"
#include "Contents/Effects/RagEffect.h"
#include "Contents/Skills/SkillInfo.h"
#include "Utility/Math/AffineMatrix.h"
#include "Utility/Math/Vector3d.h"
#include "Utility/Text/FormatString.h"
#include <algorithm>
#include <cstdlib>
#include <string>
class CSkillAction_NW_INTENSIVE_AIM : public CSkillAction {
public:
void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_INTENSIVE_AIM_COUNT : public CEfstAction {
public:
void OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) override;
void OnEfstUpdate(int efstId, int value, int argument3, int argument4, CRenderObject* actor) override;
};
class CEfstAction_INTENSIVE_AIM : public CEfstAction {
public:
void OnEfstEnd(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) override;
};
class CSkillAction_NW_GRENADE_FRAGMENT : public CSkillAction {
public:
void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_NW_THE_VIGILANTE_AT_NIGHT : public CSkillAction {
public:
void OnSkillCast(int level, CGameActor* source) override;
};
class CSkillAction_NW_THE_VIGILANTE_AT_NIGHT_GUN_GATLING : public CSkillAction {
public:
void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_NW_THE_VIGILANTE_AT_NIGHT_GUN_SHOTGUN : public CSkillAction {
public:
void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_NW_ONLY_ONE_BULLET : public CSkillAction {
public:
void OnSkillCast(int level, CGameActor* source) override;
void OnTargetSkillCast(int argument1, int argument2, int argument3) override;
void OnSkillDamage(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_NW_SPIRAL_SHOOTING : public CSkillAction {
public:
void OnSkillCast(int level, CGameActor* source) override;
void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_NW_MAGAZINE_FOR_ONE : public CSkillAction {
public:
void OnSkillCast(int level, CGameActor* source) override;
void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_NW_WILD_FIRE : public CSkillAction {
public:
void OnSkillCast(int level, CGameActor* source) override;
void OnGroundSkillEffect(vector3d position, int argument2, int argument3) override;
};
class CSkillAction_NW_BASIC_GRENADE : public CSkillAction {
public:
void OnSkillCast(int level, CGameActor* source) override;
void OnGroundSkillEffect(vector3d position, int argument2, int argument3) override;
int GetSkillScopeType() override;
};
class CSkillAction_NW_HASTY_FIRE_IN_THE_HOLE : public CSkillAction {
public:
bool KeepSkillAttackMotion(int argument) override;
void OnSkillCast(int level, CGameActor* source) override;
void OnGroundSkillEffect(vector3d position, int argument2, int argument3) override;
};
class CSkillAction_NW_GRENADES_DROPPING : public CSkillAction {
public:
bool KeepSkillAttackMotion(int argument) override;
void OnSkillCast(int level, CGameActor* source) override;
int GetSkillScopeType() override;
};
class CSkillObjectAction_NW_GRENADES_DROPPING : public CSkillObjectAction {
public:
void OnSkillObjectCreate(int argument, CRenderObject* object, CGameActor* source) override;
};
class CSkillAction_NW_AUTO_FIRING_LAUNCHER : public CSkillAction {
public:
void OnSkillCast(int level, CGameActor* source) override;
void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
};
class CSkillAction_NW_HIDDEN_CARD : public CSkillAction {
public:
void OnSkillCast(int level, CGameActor* source) override;
void OnSkillEffect(int level, CGameActor* source, CGameActor* target) override;
};
class CEfstAction_HIDDEN_CARD : 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_NW_MISSION_BOMBARD : public CSkillAction {
public:
bool KeepSkillAttackMotion(int argument) override;
void OnSkillCast(int level, CGameActor* source) override;
int GetSkillScopeType() override;
};
class CSkillObjectAction_NW_MISSION_BOMBARD : public CSkillObjectAction {
public:
void OnSkillObjectCreate(int argument, CRenderObject* object, CGameActor* source) override;
};
class CSkillAction_NW_WILD_SHOT : 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_NW_MIDNIGHT_FALLEN : public CSkillAction {
public:
bool KeepSkillAttackMotion(int argument) override;
void OnSkillCast(int level, CGameActor* source) override;
void OnGroundSkillEffect(vector3d position, int argument2, int argument3) override;
void OnSkillDamage(int level, CGameActor* source, CGameActor* target) override;
int GetSkillScopeType() override;
};
// OFFSET: 0x0078E470
// FUNCTION: fn_08676
void CSkillAction_NW_INTENSIVE_AIM::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
if (source) {
EffectLists* effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("intensiveaim_helix"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078E5F0
// FUNCTION: fn_08677
void CEfstAction_INTENSIVE_AIM_COUNT::OnEfstBegin(int efstId, int value, int argument3, int argument4, CRenderObject* actor, bool argument6) {
if (actor) {
for (int index = 0; index <= 10; ++index) {
EffectLists* effects = g_effectMgr;
effects->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId(FormatOwnedString("intensive_aim_%02d", index)));
}
EffectLists* effects = g_effectMgr;
effects->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("intensiveaim_full"));
effects = g_effectMgr;
effects->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId(FormatOwnedString("intensive_aim_%02d", value)), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (value == 10) {
effects = g_effectMgr;
effects->Spawn(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("intensiveaim_full"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
}
// OFFSET: 0x0078E9A0
// FUNCTION: fn_08678
void CEfstAction_INTENSIVE_AIM_COUNT::OnEfstUpdate(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
this->OnEfstBegin(efstId, value, 0, 0, actor, false);
}
// OFFSET: 0x0078E9C0
// FUNCTION: fn_08679
void CEfstAction_INTENSIVE_AIM::OnEfstEnd(int efstId, int argument2, int argument3, int argument4, CRenderObject* actor) {
if (actor) {
for (int index = 0; index <= 10; ++index) {
EffectLists* effects = g_effectMgr;
effects->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId(FormatOwnedString("intensive_aim_%02d", index)));
}
EffectLists* effects = g_effectMgr;
effects->Retire(actor->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("intensiveaim_full"));
}
}
// OFFSET: 0x0078EBC0
// FUNCTION: fn_08680
void CSkillAction_NW_GRENADE_FRAGMENT::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
if (!source) {
return;
}
EffectLists* effects;
switch (level) {
case 1:
effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("grenade_fragment_water"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
break;
case 2:
effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("grenade_fragment_wind"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
break;
case 3:
effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("grenade_fragment_earth"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
break;
case 4:
effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("grenade_fragment_fire"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
break;
case 5:
effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("grenade_fragment_darkness"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
break;
case 6:
effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("grenade_fragment_saint"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
break;
case 7:
effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("grenade_fragment_reset"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
break;
}
}
// OFFSET: 0x0078F0D0
// FUNCTION: fn_08681
void CSkillAction_NW_THE_VIGILANTE_AT_NIGHT::OnSkillCast(int level, CGameActor* source) {
if (source) {
static_cast<EffectActor*>(source)->LaunchEffect(2367, level / 16);
}
}
// OFFSET: 0x0078F110
// FUNCTION: fn_08683
void CSkillAction_NW_THE_VIGILANTE_AT_NIGHT_GUN_GATLING::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("the_vigilante_at_night_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
if (!target) {
return;
}
for (int index = 0; index < 7; ++index) {
const vector3d position = target->render.position;
CEffect* effect = g_effectMgr->Spawn(0, CEZ2STREffectMgr::GetInstance()->EffectId("the_vigilante_at_night_crack"), position.x, position.y, position.z, 0, -1, 0, 0);
if (!effect) {
return;
}
const int first = rand() % 15;
const int second = rand() % 15;
effect->position[0] = static_cast<float>(index % 2 * 15 - std::max(second, 0)) + target->render.position.x;
effect->position[2] = target->render.position.z + 0.0f;
effect->position[1] = static_cast<float>(index % 4 / 2 * 15 - std::max(first, 0)) + target->render.position.y;
effect->SetDelay(index * 32);
effect->SetScale(static_cast<float>(std::max(rand() % 51, 0) + 50) * 0.01f);
}
}
// OFFSET: 0x0078F540
// FUNCTION: fn_08685
void CSkillAction_NW_THE_VIGILANTE_AT_NIGHT_GUN_SHOTGUN::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
if (source) {
g_effectMgr->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("the_vigilante_at_night_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
if (!target) {
return;
}
for (int index = 0; index < 4; ++index) {
const vector3d position = target->render.position;
CEffect* effect = g_effectMgr->Spawn(0, CEZ2STREffectMgr::GetInstance()->EffectId("the_vigilante_at_night_crack"), position.x, position.y, position.z, 0, -1, 0, 0);
if (!effect) {
return;
}
const int first = rand() % 10;
const int second = rand() % 10;
effect->position[0] = static_cast<float>(index % 2 * 10 - std::max(second, 0)) + target->render.position.x;
effect->position[2] = target->render.position.z + 0.0f;
effect->position[1] = static_cast<float>(index % 4 / 2 * 10 - std::max(first, 0)) + target->render.position.y;
effect->SetDelay(index * 32);
effect->SetScale(static_cast<float>(std::max(rand() % 31, 0) + 70) * 0.01f);
}
}
// OFFSET: 0x0078F960
// FUNCTION: fn_08687
void CSkillAction_NW_ONLY_ONE_BULLET::OnSkillCast(int level, CGameActor* source) {
if (source) {
static_cast<EffectActor*>(source)->LaunchEffect(2367, level / 16);
}
}
// OFFSET: 0x0078F990
// FUNCTION: fn_08688
void CSkillAction_NW_ONLY_ONE_BULLET::OnTargetSkillCast(int argument1, int argument2, int argument3) {
if (CGameActor* source = reinterpret_cast<CGameActor*>(argument2)) {
EffectLists* effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("only_one_bullet"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078FB00
// FUNCTION: fn_08689
void CSkillAction_NW_ONLY_ONE_BULLET::OnSkillDamage(int level, CGameActor* source, CGameActor* target) {
CGameActor* origin = reinterpret_cast<CGameActor*>(level);
if (!origin || !source) {
return;
}
const float angle = ScreenAngle(&origin->render.position.x, &source->render.position.x, static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->frame.view.values);
EffectLists* effects = g_effectMgr;
CEffect* effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("only_one_bullet_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->SetAngle(angle);
}
}
// OFFSET: 0x0078FCE0
// FUNCTION: fn_08691
void CSkillAction_NW_SPIRAL_SHOOTING::OnSkillCast(int level, CGameActor* source) {
if (source) {
static_cast<EffectActor*>(source)->LaunchEffect(2367, level / 16);
}
}
// OFFSET: 0x0078FD10
// FUNCTION: fn_08692
void CSkillAction_NW_SPIRAL_SHOOTING::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
if (target) {
EffectLists* effects = g_effectMgr;
effects->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("spiral_shooting"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x0078FE90
// FUNCTION: fn_08694
void CSkillAction_NW_MAGAZINE_FOR_ONE::OnSkillCast(int level, CGameActor* source) {
if (source) {
static_cast<EffectActor*>(source)->LaunchEffect(2367, level / 16);
}
}
// OFFSET: 0x0078FEC0
// FUNCTION: fn_08695
void CSkillAction_NW_MAGAZINE_FOR_ONE::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
if (target) {
EffectLists* effects = g_effectMgr;
effects->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("magazine_for_one"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00790040
// FUNCTION: fn_08697
void CSkillAction_NW_WILD_FIRE::OnSkillCast(int level, CGameActor* source) {
if (source) {
static_cast<EffectActor*>(source)->LaunchEffect(2367, level / 16);
}
}
// OFFSET: 0x00790070
// FUNCTION: fn_08698
void CSkillAction_NW_WILD_FIRE::OnGroundSkillEffect(vector3d position, int argument2, int argument3) {
EffectLists* effects = g_effectMgr;
effects->Spawn(0, CEZ2STREffectMgr::GetInstance()->EffectId("wild_fire"), position.x, position.y, position.z, 0, -1, 0, 0);
effects = g_effectMgr;
effects->Spawn(0, CEZ2STREffectMgr::GetInstance()->EffectId("wild_fire_bottom"), position.x, position.y, position.z, 0, -1, 0, 0);
}
// OFFSET: 0x007902A0
// FUNCTION: fn_08701
void CSkillAction_NW_BASIC_GRENADE::OnSkillCast(int level, CGameActor* source) {
if (source) {
static_cast<EffectActor*>(source)->LaunchEffect(830, level / 16);
}
}
// OFFSET: 0x007902D0
// FUNCTION: fn_08702
void CSkillAction_NW_BASIC_GRENADE::OnGroundSkillEffect(vector3d position, int argument2, int argument3) {
EffectLists* effects = g_effectMgr;
effects->Spawn(0, CEZ2STREffectMgr::GetInstance()->EffectId("basic_grenade"), position.x, position.y, position.z, 0, -1, 0, 0);
effects = g_effectMgr;
effects->Spawn(0, CEZ2STREffectMgr::GetInstance()->EffectId("basic_grenade_bottom"), position.x, position.y, position.z, 0, -1, 0, 0);
}
// OFFSET: 0x007904F0
// FUNCTION: fn_08703
int CSkillAction_NW_BASIC_GRENADE::GetSkillScopeType() {
return 3;
}
// OFFSET: 0x00790510
// FUNCTION: fn_08705
bool CSkillAction_NW_HASTY_FIRE_IN_THE_HOLE::KeepSkillAttackMotion(int argument) {
return true;
}
// OFFSET: 0x00790520
// FUNCTION: fn_08706
void CSkillAction_NW_HASTY_FIRE_IN_THE_HOLE::OnSkillCast(int level, CGameActor* source) {
if (source) {
static_cast<EffectActor*>(source)->LaunchEffect(830, level / 16);
}
}
// OFFSET: 0x00790550
// FUNCTION: fn_08707
void CSkillAction_NW_HASTY_FIRE_IN_THE_HOLE::OnGroundSkillEffect(vector3d position, int argument2, int argument3) {
for (int index = 0; index < 3; ++index) {
CEffect* effect = g_effectMgr->Spawn(
0, CEZ2STREffectMgr::GetInstance()->EffectId(FormatOwnedString("hasty_fire_in_the_hole_%d", index).c_str()), position.x, position.y, position.z, 0, -1, 0, 0
);
if (effect) {
effect->SetDelay(index * 288);
}
effect = g_effectMgr->Spawn(
0, CEZ2STREffectMgr::GetInstance()->EffectId(FormatOwnedString("hasty_fire_in_the_hole_bottom_%d", index).c_str()), position.x, position.y, position.z, 0, -1, 0, 0
);
if (effect) {
effect->SetDelay(index * 288);
}
}
}
// OFFSET: 0x007908E0
// FUNCTION: fn_08710
bool CSkillAction_NW_GRENADES_DROPPING::KeepSkillAttackMotion(int argument) {
return true;
}
// OFFSET: 0x007908F0
// FUNCTION: fn_08711
void CSkillAction_NW_GRENADES_DROPPING::OnSkillCast(int level, CGameActor* source) {
if (source) {
static_cast<EffectActor*>(source)->LaunchEffect(830, level / 16);
}
}
// OFFSET: 0x00790920
// FUNCTION: fn_08712
int CSkillAction_NW_GRENADES_DROPPING::GetSkillScopeType() {
return 3;
}
// OFFSET: 0x00790930
// FUNCTION: fn_08713
void CSkillObjectAction_NW_GRENADES_DROPPING::OnSkillObjectCreate(int argument, CRenderObject* object, CGameActor* source) {
if (object) {
g_effectMgr->Spawn(object->render.accountId, 2351, object->render.position.x, object->render.position.y, object->render.position.z, 0, argument, 0, 0);
}
}
// OFFSET: 0x00790990
// FUNCTION: fn_08715
void CSkillAction_NW_AUTO_FIRING_LAUNCHER::OnSkillCast(int level, CGameActor* source) {
if (source) {
static_cast<EffectActor*>(source)->LaunchEffect(830, level / 16);
}
}
// OFFSET: 0x007909C0
// FUNCTION: fn_08716
void CSkillAction_NW_AUTO_FIRING_LAUNCHER::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
if (target) {
EffectLists* effects = g_effectMgr;
effects->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("auto_firing_launcher"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
effects = g_effectMgr;
effects->Spawn(target->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("auto_firing_launcher_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00790C60
// FUNCTION: fn_08718
void CSkillAction_NW_HIDDEN_CARD::OnSkillCast(int level, CGameActor* source) {
if (source) {
static_cast<EffectActor*>(source)->LaunchEffect(840, level / 16);
}
}
// OFFSET: 0x00790C90
// FUNCTION: fn_08719
void CSkillAction_NW_HIDDEN_CARD::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
if (source) {
EffectLists* effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("hiddencard"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00790DF0
// FUNCTION: fn_08720
void CEfstAction_HIDDEN_CARD::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("hiddencard_thunder"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00790F70
// FUNCTION: fn_08721
void CEfstAction_HIDDEN_CARD::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("hiddencard_thunder"));
}
}
// OFFSET: 0x007910A0
// FUNCTION: fn_08722
void CEfstAction_HIDDEN_CARD::OnEfstUpdate(int efstId, int value, int argument3, int argument4, CRenderObject* actor) {
this->OnEfstBegin(efstId, value, 0, 0, actor, false);
}
// OFFSET: 0x007910D0
// FUNCTION: fn_08724
bool CSkillAction_NW_MISSION_BOMBARD::KeepSkillAttackMotion(int argument) {
return true;
}
// OFFSET: 0x007910E0
// FUNCTION: fn_08725
void CSkillAction_NW_MISSION_BOMBARD::OnSkillCast(int level, CGameActor* source) {
if (source) {
static_cast<EffectActor*>(source)->LaunchEffect(840, level / 16);
}
}
// OFFSET: 0x00791110
// FUNCTION: fn_08726
int CSkillAction_NW_MISSION_BOMBARD::GetSkillScopeType() {
return 9;
}
// OFFSET: 0x00791120
// FUNCTION: fn_08727
void CSkillObjectAction_NW_MISSION_BOMBARD::OnSkillObjectCreate(int argument, CRenderObject* object, CGameActor* source) {
if (object) {
EffectLists* effects = g_effectMgr;
effects->Spawn(object->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("mission_bombard"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
effects = g_effectMgr;
effects->Spawn(object->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("mission_bombard_fire"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
effects = g_effectMgr;
effects->Spawn(object->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("mission_bombard_fire_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
g_effectMgr->Spawn(object->render.accountId, 2354, object->render.position.x, object->render.position.y, object->render.position.z, 0, -1, 0, 0);
}
}
// OFFSET: 0x007914F0
// FUNCTION: fn_08729
void CSkillAction_NW_WILD_SHOT::OnSkillCast(int level, CGameActor* source) {
if (!source) {
return;
}
EffectLists* effects = g_effectMgr;
CEffect* effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("wild_shot_cast"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->SetLifeTime(level);
}
}
// OFFSET: 0x00791670
// FUNCTION: fn_08730
void CSkillAction_NW_WILD_SHOT::OnSkillEffect(int level, CGameActor* source, CGameActor* target) {
if (!target) {
return;
}
int delay = 0;
for (int angle = 0; angle < 360; angle += 45) {
int first = rand() % 5;
if (first < 3) {
first = 3;
}
const float radians = static_cast<float>(angle) / 180.0f * 3.141592f;
const float offsetZ = ClientCos(radians) * static_cast<float>(first * 5);
int second = rand() % 5;
if (second < 3) {
second = 3;
}
const float offsetX = ClientSin(radians) * static_cast<float>(second * 5);
const float x = offsetX + target->render.position.x;
const float y = target->render.position.y + 0.0f;
const float z = offsetZ + target->render.position.z;
CEffect* effect = g_effectMgr->Spawn(0, CEZ2STREffectMgr::GetInstance()->EffectId("wild_shot"), x, y, z, 0, -1, 0, 0);
if (effect) {
effect->SetScale(0.8f);
effect->SetDelay(delay);
effect->SetAngle(static_cast<float>(std::max(rand() % 360, 0)));
}
delay += 240;
}
}
// OFFSET: 0x00791950
// FUNCTION: fn_08731
void CSkillAction_NW_WILD_SHOT::OnSkillDamage(int level, CGameActor* source, CGameActor* target) {
if (!source) {
return;
}
EffectLists* effects = g_effectMgr;
effects->Retire(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("wild_shot_hit"));
effects = g_effectMgr;
CEffect* effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("wild_shot_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->SetScale(0.8f);
}
}
// OFFSET: 0x00791BB0
// FUNCTION: fn_08733
bool CSkillAction_NW_MIDNIGHT_FALLEN::KeepSkillAttackMotion(int argument) {
return true;
}
// OFFSET: 0x00791BC0
// FUNCTION: fn_08734
void CSkillAction_NW_MIDNIGHT_FALLEN::OnSkillCast(int level, CGameActor* source) {
if (!source) {
return;
}
EffectLists* effects = g_effectMgr;
CEffect* effect = effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("midnight_fallen_cast_bottom"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->SetLifeTime(level);
}
}
// OFFSET: 0x00791D60
// FUNCTION: fn_08735
void CSkillAction_NW_MIDNIGHT_FALLEN::OnGroundSkillEffect(vector3d position, int argument2, int argument3) {
int delay = 0;
for (int angle = 45; angle < 405; angle += 120) {
const float radians = static_cast<float>(angle) / 180.0f * 3.141592f;
const float offsetZ = ClientSin(radians) * 10.0f;
const float offsetX = ClientCos(radians) * 10.0f;
const float z = offsetZ + position.z;
const float y = position.y + 0.0f;
const float x = offsetX + position.x;
EffectLists* effects = g_effectMgr;
CEffect* effect = effects->Spawn(0, CEZ2STREffectMgr::GetInstance()->EffectId("midnight_fallen_bottom"), x, y, z, 0, -1, 0, 0);
if (effect) {
effect->SetDelay(delay);
}
delay += 96;
}
}
// OFFSET: 0x00791FD0
// FUNCTION: fn_08736
void CSkillAction_NW_MIDNIGHT_FALLEN::OnSkillDamage(int level, CGameActor* source, CGameActor* target) {
if (source) {
EffectLists* effects = g_effectMgr;
effects->Retire(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("midnight_fallen_hit"));
effects = g_effectMgr;
effects->Spawn(source->render.accountId, CEZ2STREffectMgr::GetInstance()->EffectId("midnight_fallen_hit"), 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
}
}
// OFFSET: 0x00792230
// FUNCTION: fn_08737
int CSkillAction_NW_MIDNIGHT_FALLEN::GetSkillScopeType() {
return 7;
}