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Reorder abilities to match client handling
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@ -56,6 +56,11 @@ static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombat
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return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result);
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return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result);
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}
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}
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static SkillResult handleSkillLeech(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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// TODO abilities
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return SkillResult();
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}
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static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
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BuffStack passiveBuff = {
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BuffStack passiveBuff = {
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skill->drainType == SkillDrainType::PASSIVE ? 1 : skill->durationTime[power], // ticks
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skill->drainType == SkillDrainType::PASSIVE ? 1 : skill->durationTime[power], // ticks
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@ -157,39 +162,52 @@ static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombat
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resultSize = sizeof(sSkillResult_Heal_HP);
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resultSize = sizeof(sSkillResult_Heal_HP);
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skillHandler = handleSkillHealHP;
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skillHandler = handleSkillHealHP;
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break;
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break;
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case SkillType::KNOCKDOWN:
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case SkillType::SLEEP:
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case SkillType::SNARE:
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case SkillType::STUN:
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resultSize = sizeof(sSkillResult_Damage_N_Debuff);
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skillHandler = handleSkillDamageNDebuff;
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break;
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case SkillType::JUMP:
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case SkillType::JUMP:
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case SkillType::RUN:
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case SkillType::RUN:
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case SkillType::FREEDOM:
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case SkillType::STEALTH:
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case SkillType::PHOENIX:
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case SkillType::INVULNERABLE:
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case SkillType::MINIMAPENEMY:
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case SkillType::MINIMAPENEMY:
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case SkillType::MINIMAPTRESURE:
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case SkillType::MINIMAPTRESURE:
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case SkillType::NANOSTIMPAK:
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case SkillType::PHOENIX:
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case SkillType::PROTECTBATTERY:
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case SkillType::PROTECTBATTERY:
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case SkillType::PROTECTINFECTION:
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case SkillType::PROTECTINFECTION:
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case SkillType::REWARDBLOB:
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case SkillType::REWARDBLOB:
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case SkillType::REWARDCASH:
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case SkillType::REWARDCASH:
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// case SkillType::INFECTIONDAMAGE:
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case SkillType::FREEDOM:
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case SkillType::BOUNDINGBALL:
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case SkillType::INVULNERABLE:
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case SkillType::STAMINA_SELF:
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case SkillType::STAMINA_SELF:
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case SkillType::STEALTH:
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case SkillType::NANOSTIMPAK:
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case SkillType::BUFFHEAL:
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resultSize = sizeof(sSkillResult_Buff);
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resultSize = sizeof(sSkillResult_Buff);
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skillHandler = handleSkillBuff;
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skillHandler = handleSkillBuff;
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break;
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break;
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case SkillType::BLOODSUCKING:
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resultSize = sizeof(sSkillResult_Heal_HP);
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skillHandler = handleSkillLeech;
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case SkillType::RETROROCKET_SELF:
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// no-op
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return results;
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case SkillType::PHOENIX_GROUP:
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resultSize = sizeof(sSkillResult_Resurrect);
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skillHandler = handleSkillResurrect;
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break;
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case SkillType::RECALL:
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case SkillType::RECALL_GROUP:
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resultSize = sizeof(sSkillResult_Move);
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skillHandler = handleSkillMove;
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break;
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case SkillType::BATTERYDRAIN:
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case SkillType::BATTERYDRAIN:
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resultSize = sizeof(sSkillResult_BatteryDrain);
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resultSize = sizeof(sSkillResult_BatteryDrain);
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skillHandler = handleSkillBatteryDrain;
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skillHandler = handleSkillBatteryDrain;
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break;
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break;
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case SkillType::RECALL: // still soft lock
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case SkillType::RECALL_GROUP: // works for player who uses it
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resultSize = sizeof(sSkillResult_Move);
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skillHandler = handleSkillMove;
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break;
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case SkillType::PHOENIX_GROUP: // broken
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resultSize = sizeof(sSkillResult_Resurrect);
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skillHandler = handleSkillResurrect;
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break;
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case SkillType::RETROROCKET_SELF:
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// no-op
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return results;
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default:
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default:
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std::cout << "[WARN] Unhandled skill type " << (int)skill->skillType << std::endl;
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std::cout << "[WARN] Unhandled skill type " << (int)skill->skillType << std::endl;
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return results;
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return results;
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@ -13,12 +13,12 @@ constexpr size_t MAX_SKILLRESULT_SIZE = sizeof(sSkillResult_BatteryDrain);
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enum class SkillType {
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enum class SkillType {
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DAMAGE = 1,
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DAMAGE = 1,
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HEAL_HP = 2,
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HEAL_HP = 2,
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KNOCKDOWN = 3,
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KNOCKDOWN = 3, // dnd
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SLEEP = 4,
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SLEEP = 4, // dnd
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SNARE = 5,
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SNARE = 5, // dnd
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HEAL_STAMINA = 6,
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HEAL_STAMINA = 6,
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STAMINA_SELF = 7,
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STAMINA_SELF = 7,
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STUN = 8,
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STUN = 8, // dnd
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WEAPONSLOW = 9,
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WEAPONSLOW = 9,
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JUMP = 10,
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JUMP = 10,
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RUN = 11,
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RUN = 11,
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