#include "Abilities.hpp" #include "PlayerManager.hpp" #include "Player.hpp" #include "NPCManager.hpp" #include "Nanos.hpp" #include "Groups.hpp" #include "Eggs.hpp" /* * TODO: This file is in desperate need of deduplication and rewriting. */ std::map Abilities::SkillTable; /* * targetData approach * first integer is the count * second to fifth integers are IDs, these can be either player iID or mob's iID */ std::vector Abilities::findTargets(Player* plr, int skillID, CNPacketData* data) { std::vector tD(5); if (SkillTable[skillID].targetType <= 2 && data != nullptr) { // client gives us the targets sP_CL2FE_REQ_NANO_SKILL_USE* pkt = (sP_CL2FE_REQ_NANO_SKILL_USE*)data->buf; // validate request check if (!validInVarPacket(sizeof(sP_CL2FE_REQ_NANO_SKILL_USE), pkt->iTargetCnt, sizeof(int32_t), data->size)) { std::cout << "[WARN] bad sP_CL2FE_REQ_NANO_SKILL_USE packet size" << std::endl; return tD; } int32_t *pktdata = (int32_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_NANO_SKILL_USE)); tD[0] = pkt->iTargetCnt; for (int i = 0; i < pkt->iTargetCnt; i++) tD[i+1] = pktdata[i]; } else if (SkillTable[skillID].targetType == 2) { // self target only tD[0] = 1; tD[1] = plr->iID; } else if (SkillTable[skillID].targetType == 3) { // entire group as target Player *otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup); if (otherPlr == nullptr) return tD; if (SkillTable[skillID].effectArea == 0) { // for buffs tD[0] = otherPlr->groupCnt; for (int i = 0; i < otherPlr->groupCnt; i++) tD[i+1] = otherPlr->groupIDs[i]; return tD; } for (int i = 0; i < otherPlr->groupCnt; i++) { // group heals have an area limit Player *otherPlr2 = PlayerManager::getPlayerFromID(otherPlr->groupIDs[i]); if (otherPlr2 == nullptr) continue; if (true) {//hypot(otherPlr2->x - plr->x, otherPlr2->y - plr->y) < SkillTable[skillID].effectArea) { tD[i+1] = otherPlr->groupIDs[i]; tD[0] += 1; } } } return tD; } void Abilities::removeBuff(CNSocket* sock, std::vector targetData, int32_t bitFlag, int16_t timeBuffID, int16_t amount, bool groupPower) { Player *plr = PlayerManager::getPlayer(sock); plr->iSelfConditionBitFlag &= ~bitFlag; int groupFlags = 0; if (groupPower) { plr->iGroupConditionBitFlag &= ~bitFlag; Player *leader = PlayerManager::getPlayerFromID(plr->iIDGroup); if (leader != nullptr) groupFlags = Groups::getGroupFlags(leader); } for (int i = 0; i < targetData[0]; i++) { Player* varPlr = PlayerManager::getPlayerFromID(targetData[i+1]); if (!((groupFlags | varPlr->iSelfConditionBitFlag) & bitFlag)) { CNSocket* sockTo = PlayerManager::getSockFromID(targetData[i+1]); if (sockTo == nullptr) continue; // sanity check INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, resp); resp.eCSTB = timeBuffID; // eCharStatusTimeBuffID resp.eTBU = 2; // eTimeBuffUpdate resp.eTBT = 1; // eTimeBuffType 1 means nano varPlr->iConditionBitFlag &= ~bitFlag; resp.iConditionBitFlag = varPlr->iConditionBitFlag |= groupFlags | varPlr->iSelfConditionBitFlag; if (amount > 0) resp.TimeBuff.iValue = amount; sockTo->sendPacket((void*)&resp, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE)); } } } int Abilities::applyBuff(CNSocket* sock, int skillID, int eTBU, int eTBT, int32_t groupFlags) { if (SkillTable[skillID].drainType == 1) return 0; int32_t bitFlag = 0; for (auto& pwr : NanoPowers) { if (pwr.skillType == SkillTable[skillID].skillType) { bitFlag = pwr.bitFlag; Player *plr = PlayerManager::getPlayer(sock); if (eTBU == 1 || !((groupFlags | plr->iSelfConditionBitFlag) & bitFlag)) { INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, resp); resp.eCSTB = pwr.timeBuffID; resp.eTBU = eTBU; resp.eTBT = eTBT; if (eTBU == 1) plr->iConditionBitFlag |= bitFlag; else plr->iConditionBitFlag &= ~bitFlag; resp.iConditionBitFlag = plr->iConditionBitFlag |= groupFlags | plr->iSelfConditionBitFlag; resp.TimeBuff.iValue = SkillTable[skillID].powerIntensity[0]; sock->sendPacket((void*)&resp, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE)); } return bitFlag; } } return 0; } namespace Abilities { bool doDebuff(CNSocket *sock, sSkillResult_Buff *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { if (NPCManager::NPCs.find(targetID) == NPCManager::NPCs.end()) { std::cout << "[WARN] doDebuff: NPC ID not found" << std::endl; return false; } BaseNPC* npc = NPCManager::NPCs[targetID]; if (npc->type != EntityType::MOB) { std::cout << "[WARN] doDebuff: NPC is not a mob" << std::endl; return false; } Mob* mob = (Mob*)npc; Combat::hitMob(sock, mob, 0); respdata[i].eCT = 4; respdata[i].iID = mob->appearanceData.iNPC_ID; respdata[i].bProtected = 1; if (mob->skillStyle < 0 && mob->state != MobState::RETREAT && !(mob->appearanceData.iConditionBitFlag & CSB_BIT_FREEDOM)) { // only debuff if the enemy is not retreating, casting corruption or in freedom mob->appearanceData.iConditionBitFlag |= bitFlag; mob->unbuffTimes[bitFlag] = getTime() + duration * 100; respdata[i].bProtected = 0; } respdata[i].iConditionBitFlag = mob->appearanceData.iConditionBitFlag; return true; } bool doBuff(CNSocket *sock, sSkillResult_Buff *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { Player *plr = nullptr; CNSocket *sockTo = nullptr; for (auto& pair : PlayerManager::players) { if (pair.second->iID == targetID) { sockTo = pair.first; plr = pair.second; break; } } // player not found if (sockTo == nullptr || plr == nullptr) { std::cout << "[WARN] doBuff: player ID not found" << std::endl; return false; } respdata[i].eCT = 1; respdata[i].iID = plr->iID; respdata[i].iConditionBitFlag = 0; // only apply buffs if the player is actually alive if (plr->HP > 0) { respdata[i].iConditionBitFlag = bitFlag; INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt); pkt.eCSTB = timeBuffID; // eCharStatusTimeBuffID pkt.eTBU = 1; // eTimeBuffUpdate pkt.eTBT = 1; // eTimeBuffType 1 means nano pkt.iConditionBitFlag = plr->iConditionBitFlag |= bitFlag; if (amount > 0) pkt.TimeBuff.iValue = amount; sockTo->sendPacket((void*)&pkt, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE)); } return true; } bool doDamageNDebuff(CNSocket *sock, sSkillResult_Damage_N_Debuff *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { if (NPCManager::NPCs.find(targetID) == NPCManager::NPCs.end()) { // not sure how to best handle this std::cout << "[WARN] doDamageNDebuff: NPC ID not found" << std::endl; return false; } BaseNPC* npc = NPCManager::NPCs[targetID]; if (npc->type != EntityType::MOB) { std::cout << "[WARN] doDamageNDebuff: NPC is not a mob" << std::endl; return false; } Mob* mob = (Mob*)npc; Combat::hitMob(sock, mob, 0); // just to gain aggro respdata[i].eCT = 4; respdata[i].iDamage = duration / 10; respdata[i].iID = mob->appearanceData.iNPC_ID; respdata[i].iHP = mob->appearanceData.iHP; respdata[i].bProtected = 1; if (mob->skillStyle < 0 && mob->state != MobState::RETREAT && !(mob->appearanceData.iConditionBitFlag & CSB_BIT_FREEDOM)) { // only debuff if the enemy is not retreating, casting corruption or in freedom mob->appearanceData.iConditionBitFlag |= bitFlag; mob->unbuffTimes[bitFlag] = getTime() + duration * 100; respdata[i].bProtected = 0; } respdata[i].iConditionBitFlag = mob->appearanceData.iConditionBitFlag; return true; } bool doHeal(CNSocket *sock, sSkillResult_Heal_HP *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { Player *plr = nullptr; for (auto& pair : PlayerManager::players) { if (pair.second->iID == targetID) { plr = pair.second; break; } } // player not found if (plr == nullptr) { std::cout << "[WARN] doHeal: player ID not found" << std::endl; return false; } int healedAmount = PC_MAXHEALTH(plr->level) * amount / 1000; // do not heal dead players if (plr->HP <= 0) healedAmount = 0; plr->HP += healedAmount; if (plr->HP > PC_MAXHEALTH(plr->level)) plr->HP = PC_MAXHEALTH(plr->level); respdata[i].eCT = 1; respdata[i].iID = plr->iID; respdata[i].iHP = plr->HP; respdata[i].iHealHP = healedAmount; return true; } bool doDamage(CNSocket *sock, sSkillResult_Damage *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { if (NPCManager::NPCs.find(targetID) == NPCManager::NPCs.end()) { // not sure how to best handle this std::cout << "[WARN] doDamage: NPC ID not found" << std::endl; return false; } BaseNPC* npc = NPCManager::NPCs[targetID]; if (npc->type != EntityType::MOB) { std::cout << "[WARN] doDamage: NPC is not a mob" << std::endl; return false; } Mob* mob = (Mob*)npc; Player *plr = PlayerManager::getPlayer(sock); int damage = Combat::hitMob(sock, mob, std::max(PC_MAXHEALTH(plr->level) * amount / 1000, mob->maxHealth * amount / 1000)); respdata[i].eCT = 4; respdata[i].iDamage = damage; respdata[i].iID = mob->appearanceData.iNPC_ID; respdata[i].iHP = mob->appearanceData.iHP; return true; } /* * NOTE: Leech is specially encoded. * * It manages to fit inside the nanoPower<>() mold with only a slight hack, * but it really is it's own thing. There is a hard assumption that players * will only every leech a single mob, and the sanity check that enforces that * assumption is critical. */ bool doLeech(CNSocket *sock, sSkillResult_Heal_HP *healdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { // this sanity check is VERY important if (i != 0) { std::cout << "[WARN] Player attempted to leech more than one mob!" << std::endl; return false; } sSkillResult_Damage *damagedata = (sSkillResult_Damage*)(((uint8_t*)healdata) + sizeof(sSkillResult_Heal_HP)); Player *plr = PlayerManager::getPlayer(sock); int healedAmount = amount; plr->HP += healedAmount; if (plr->HP > PC_MAXHEALTH(plr->level)) plr->HP = PC_MAXHEALTH(plr->level); healdata->eCT = 1; healdata->iID = plr->iID; healdata->iHP = plr->HP; healdata->iHealHP = healedAmount; if (NPCManager::NPCs.find(targetID) == NPCManager::NPCs.end()) { // not sure how to best handle this std::cout << "[WARN] doLeech: NPC ID not found" << std::endl; return false; } BaseNPC* npc = NPCManager::NPCs[targetID]; if (npc->type != EntityType::MOB) { std::cout << "[WARN] doLeech: NPC is not a mob" << std::endl; return false; } Mob* mob = (Mob*)npc; int damage = Combat::hitMob(sock, mob, amount * 2); damagedata->eCT = 4; damagedata->iDamage = damage; damagedata->iID = mob->appearanceData.iNPC_ID; damagedata->iHP = mob->appearanceData.iHP; return true; } bool doResurrect(CNSocket *sock, sSkillResult_Resurrect *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { Player *plr = nullptr; for (auto& pair : PlayerManager::players) { if (pair.second->iID == targetID) { plr = pair.second; break; } } // player not found if (plr == nullptr) { std::cout << "[WARN] doResurrect: player ID not found" << std::endl; return false; } respdata[i].eCT = 1; respdata[i].iID = plr->iID; respdata[i].iRegenHP = plr->HP; return true; } bool doMove(CNSocket *sock, sSkillResult_Move *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { Player *plr = nullptr; for (auto& pair : PlayerManager::players) { if (pair.second->iID == targetID) { plr = pair.second; break; } } // player not found if (plr == nullptr) { std::cout << "[WARN] doMove: player ID not found" << std::endl; return false; } Player *plr2 = PlayerManager::getPlayer(sock); respdata[i].eCT = 1; respdata[i].iID = plr->iID; respdata[i].iMapNum = plr2->recallInstance; respdata[i].iMoveX = plr2->recallX; respdata[i].iMoveY = plr2->recallY; respdata[i].iMoveZ = plr2->recallZ; return true; } bool doDamageNDebuff(Mob* mob, sSkillResult_Damage_N_Debuff* respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { CNSocket* sock = nullptr; Player* plr = nullptr; for (auto& pair : PlayerManager::players) { if (pair.second->iID == targetID) { sock = pair.first; plr = pair.second; break; } } // player not found if (plr == nullptr) { std::cout << "[WARN] doDamageNDebuff: player ID not found" << std::endl; return false; } respdata[i].eCT = 1; respdata[i].iDamage = duration / 10; respdata[i].iID = plr->iID; respdata[i].iHP = plr->HP; respdata[i].iStamina = plr->Nanos[plr->activeNano].iStamina; if (plr->iConditionBitFlag & CSB_BIT_FREEDOM) respdata[i].bProtected = 1; else { if (!(plr->iConditionBitFlag & bitFlag)) { INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt); pkt.eCSTB = timeBuffID; // eCharStatusTimeBuffID pkt.eTBU = 1; // eTimeBuffUpdate pkt.eTBT = 2; pkt.iConditionBitFlag = plr->iConditionBitFlag |= bitFlag; pkt.TimeBuff.iValue = amount * 5; sock->sendPacket((void*)&pkt, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE)); } respdata[i].bProtected = 0; std::pair key = std::make_pair(sock, bitFlag); time_t until = getTime() + (time_t)duration * 100; Eggs::EggBuffs[key] = until; } respdata[i].iConditionBitFlag = plr->iConditionBitFlag; if (plr->HP <= 0) { mob->target = nullptr; mob->state = MobState::RETREAT; if (!MobAI::aggroCheck(mob, getTime())) { MobAI::clearDebuff(mob); if (mob->groupLeader != 0) MobAI::groupRetreat(mob); } } return true; } bool doHeal(Mob* mob, sSkillResult_Heal_HP* respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { if (NPCManager::NPCs.find(targetID) == NPCManager::NPCs.end()) { std::cout << "[WARN] doHeal: NPC ID not found" << std::endl; return false; } BaseNPC* npc = NPCManager::NPCs[targetID]; if (npc->type != EntityType::MOB) { std::cout << "[WARN] doHeal: NPC is not a mob" << std::endl; return false; } Mob* targetMob = (Mob*)npc; int healedAmount = amount * targetMob->maxHealth / 1000; targetMob->appearanceData.iHP += healedAmount; if (targetMob->appearanceData.iHP > targetMob->maxHealth) targetMob->appearanceData.iHP = targetMob->maxHealth; respdata[i].eCT = 4; respdata[i].iID = targetMob->appearanceData.iNPC_ID; respdata[i].iHP = targetMob->appearanceData.iHP; respdata[i].iHealHP = healedAmount; return true; } bool doReturnHeal(Mob* mob, sSkillResult_Heal_HP* respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { int healedAmount = amount * mob->maxHealth / 1000; mob->appearanceData.iHP += healedAmount; if (mob->appearanceData.iHP > mob->maxHealth) mob->appearanceData.iHP = mob->maxHealth; respdata[i].eCT = 4; respdata[i].iID = mob->appearanceData.iNPC_ID; respdata[i].iHP = mob->appearanceData.iHP; respdata[i].iHealHP = healedAmount; return true; } bool doDamage(Mob* mob, sSkillResult_Damage* respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { Player* plr = nullptr; for (auto& pair : PlayerManager::players) { if (pair.second->iID == targetID) { plr = pair.second; break; } } // player not found if (plr == nullptr) { std::cout << "[WARN] doDamage: player ID not found" << std::endl; return false; } int damage = amount * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500; if (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE) damage = 0; respdata[i].eCT = 1; respdata[i].iDamage = damage; respdata[i].iID = plr->iID; respdata[i].iHP = plr->HP -= damage; if (plr->HP <= 0) { mob->target = nullptr; mob->state = MobState::RETREAT; if (!MobAI::aggroCheck(mob, getTime())) { MobAI::clearDebuff(mob); if (mob->groupLeader != 0) MobAI::groupRetreat(mob); } } return true; } bool doLeech(Mob* mob, sSkillResult_Heal_HP* healdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { // this sanity check is VERY important if (i != 0) { std::cout << "[WARN] Mob attempted to leech more than one player!" << std::endl; return false; } Player* plr = nullptr; for (auto& pair : PlayerManager::players) { if (pair.second->iID == targetID) { plr = pair.second; break; } } // player not found if (plr == nullptr) { std::cout << "[WARN] doLeech: player ID not found" << std::endl; return false; } sSkillResult_Damage* damagedata = (sSkillResult_Damage*)(((uint8_t*)healdata) + sizeof(sSkillResult_Heal_HP)); int healedAmount = amount * PC_MAXHEALTH(plr->level) / 1000; mob->appearanceData.iHP += healedAmount; if (mob->appearanceData.iHP > mob->maxHealth) mob->appearanceData.iHP = mob->maxHealth; healdata->eCT = 4; healdata->iID = mob->appearanceData.iNPC_ID; healdata->iHP = mob->appearanceData.iHP; healdata->iHealHP = healedAmount; int damage = healedAmount; if (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE) damage = 0; damagedata->eCT = 1; damagedata->iDamage = damage; damagedata->iID = plr->iID; damagedata->iHP = plr->HP -= damage; if (plr->HP <= 0) { mob->target = nullptr; mob->state = MobState::RETREAT; if (!MobAI::aggroCheck(mob, getTime())) { MobAI::clearDebuff(mob); if (mob->groupLeader != 0) MobAI::groupRetreat(mob); } } return true; } bool doBatteryDrain(Mob* mob, sSkillResult_BatteryDrain* respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { Player* plr = nullptr; for (auto& pair : PlayerManager::players) { if (pair.second->iID == targetID) { plr = pair.second; break; } } // player not found if (plr == nullptr) { std::cout << "[WARN] doBatteryDrain: player ID not found" << std::endl; return false; } respdata[i].eCT = 1; respdata[i].iID = plr->iID; if (plr->iConditionBitFlag & CSB_BIT_PROTECT_BATTERY) { respdata[i].bProtected = 1; respdata[i].iDrainW = 0; respdata[i].iDrainN = 0; } else { respdata[i].bProtected = 0; respdata[i].iDrainW = amount * (18 + (int)mob->data["m_iNpcLevel"]) / 36; respdata[i].iDrainN = amount * (18 + (int)mob->data["m_iNpcLevel"]) / 36; } respdata[i].iBatteryW = plr->batteryW -= (respdata[i].iDrainW < plr->batteryW) ? respdata[i].iDrainW : plr->batteryW; respdata[i].iBatteryN = plr->batteryN -= (respdata[i].iDrainN < plr->batteryN) ? respdata[i].iDrainN : plr->batteryN; respdata[i].iStamina = plr->Nanos[plr->activeNano].iStamina; respdata[i].iConditionBitFlag = plr->iConditionBitFlag; return true; } bool doBuff(Mob* mob, sSkillResult_Buff* respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { respdata[i].eCT = 4; respdata[i].iID = mob->appearanceData.iNPC_ID; mob->appearanceData.iConditionBitFlag |= bitFlag; respdata[i].iConditionBitFlag = mob->appearanceData.iConditionBitFlag; return true; } template void power(EntityRef ref, std::vector targetData, int16_t nanoID, int16_t skillID, int16_t duration, int16_t amount, int16_t skillType, int32_t bitFlag, int16_t timeBuffID) { size_t resplen; // special case since leech is atypically encoded if (skillType == EST_BLOODSUCKING) resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + sizeof(sSkillResult_Heal_HP) + sizeof(sSkillResult_Damage); else resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + targetData[0] * sizeof(sPAYLOAD); // validate response packet if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_HIT), targetData[0], sizeof(sPAYLOAD))) { std::cout << "[WARN] bad sP_FE2CL_NPC_SKILL_HIT packet size" << std::endl; return; } uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; memset(respbuf, 0, resplen); sP_FE2CL_NPC_SKILL_HIT* resp = (sP_FE2CL_NPC_SKILL_HIT*)respbuf; sPAYLOAD* respdata = (sPAYLOAD*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT)); resp->iNPC_ID = mob->appearanceData.iNPC_ID; resp->iSkillID = skillID; resp->iValue1 = mob->hitX; resp->iValue2 = mob->hitY; resp->iValue3 = mob->hitZ; resp->eST = skillType; resp->iTargetCnt = targetData[0]; for (int i = 0; i < targetData[0]; i++) if (!work(mob, respdata, i, targetData[i + 1], bitFlag, timeBuffID, duration, amount)) return; NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_NPC_SKILL_HIT, resplen); } // nano power dispatch table std::vector Powers = { Power(EST_STUN, CSB_BIT_STUN, ECSB_STUN, power), Power(EST_HEAL_HP, CSB_BIT_NONE, ECSB_NONE, power), Power(EST_BOUNDINGBALL, CSB_BIT_BOUNDINGBALL, ECSB_BOUNDINGBALL, power), Power(EST_SNARE, CSB_BIT_DN_MOVE_SPEED, ECSB_DN_MOVE_SPEED, power), Power(EST_DAMAGE, CSB_BIT_NONE, ECSB_NONE, power), Power(EST_BLOODSUCKING, CSB_BIT_NONE, ECSB_NONE, power), Power(EST_SLEEP, CSB_BIT_MEZ, ECSB_MEZ, power), Power(EST_REWARDBLOB, CSB_BIT_REWARD_BLOB, ECSB_REWARD_BLOB, power), Power(EST_RUN, CSB_BIT_UP_MOVE_SPEED, ECSB_UP_MOVE_SPEED, power), Power(EST_REWARDCASH, CSB_BIT_REWARD_CASH, ECSB_REWARD_CASH, power), Power(EST_PROTECTBATTERY, CSB_BIT_PROTECT_BATTERY, ECSB_PROTECT_BATTERY, power), Power(EST_MINIMAPENEMY, CSB_BIT_MINIMAP_ENEMY, ECSB_MINIMAP_ENEMY, power), Power(EST_PROTECTINFECTION, CSB_BIT_PROTECT_INFECTION, ECSB_PROTECT_INFECTION, power), Power(EST_JUMP, CSB_BIT_UP_JUMP_HEIGHT, ECSB_UP_JUMP_HEIGHT, power), Power(EST_FREEDOM, CSB_BIT_FREEDOM, ECSB_FREEDOM, power), Power(EST_PHOENIX, CSB_BIT_PHOENIX, ECSB_PHOENIX, power), Power(EST_STEALTH, CSB_BIT_UP_STEALTH, ECSB_UP_STEALTH, power), Power(EST_MINIMAPTRESURE, CSB_BIT_MINIMAP_TRESURE, ECSB_MINIMAP_TRESURE, power), Power(EST_RECALL, CSB_BIT_NONE, ECSB_NONE, power), Power(EST_RECALL_GROUP, CSB_BIT_NONE, ECSB_NONE, power), Power(EST_RETROROCKET_SELF, CSB_BIT_NONE, ECSB_NONE, power), Power(EST_PHOENIX_GROUP, CSB_BIT_NONE, ECSB_NONE, power), Power(EST_NANOSTIMPAK, CSB_BIT_STIMPAKSLOT1, ECSB_STIMPAKSLOT1, power), Power(EST_NANOSTIMPAK, CSB_BIT_STIMPAKSLOT2, ECSB_STIMPAKSLOT2, power), Power(EST_NANOSTIMPAK, CSB_BIT_STIMPAKSLOT3, ECSB_STIMPAKSLOT3, power), // Power(EST_STUN, CSB_BIT_STUN, ECSB_STUN, power), Power(EST_HEAL_HP, CSB_BIT_NONE, ECSB_NONE, power), Power(EST_RETURNHOMEHEAL, CSB_BIT_NONE, ECSB_NONE, power), Power(EST_SNARE, CSB_BIT_DN_MOVE_SPEED, ECSB_DN_MOVE_SPEED, power), Power(EST_DAMAGE, CSB_BIT_NONE, ECSB_NONE, power), Power(EST_BATTERYDRAIN, CSB_BIT_NONE, ECSB_NONE, power), Power(EST_SLEEP, CSB_BIT_MEZ, ECSB_MEZ, power), Power(EST_BLOODSUCKING, CSB_BIT_NONE, ECSB_NONE, power), Power(EST_FREEDOM, CSB_BIT_FREEDOM, ECSB_FREEDOM, power) }; }; // namespace