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[WIP] Use EntityRef instead of CNSocket in ability handler
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@@ -3,7 +3,7 @@
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#include "core/Core.hpp"
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#include "Combat.hpp"
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typedef void (*PowerHandler)(CNSocket*, std::vector<int>, int16_t, int16_t, int16_t, int16_t, int16_t, int32_t, int16_t);
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typedef void (*PowerHandler)(EntityRef, std::vector<int>, int16_t, int16_t, int16_t, int16_t, int16_t, int32_t, int16_t);
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struct Power {
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int16_t skillType;
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@@ -13,11 +13,16 @@ struct Power {
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Power(int16_t s, int32_t b, int16_t t, PowerHandler h) : skillType(s), bitFlag(b), timeBuffID(t), handler(h) {}
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void handle(CNSocket *sock, std::vector<int> targetData, int16_t nanoID, int16_t skillID, int16_t duration, int16_t amount) {
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void handle(EntityRef ref, std::vector<int> targetData, int16_t nanoID, int16_t skillID, int16_t duration, int16_t amount) {
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if (handler == nullptr)
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return;
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handler(sock, targetData, nanoID, skillID, duration, amount, skillType, bitFlag, timeBuffID);
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handler(ref, targetData, nanoID, skillID, duration, amount, skillType, bitFlag, timeBuffID);
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}
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/* overload for non-nano abilities */
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void handle(EntityRef ref, std::vector<int> targetData, int16_t skillID, int16_t duration, int16_t amount) {
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handle(ref, targetData, -1, skillID, duration, amount);
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}
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};
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