mirror of
https://github.com/SapphireServer/Sapphire.git
synced 2025-05-26 03:27:44 +00:00
fix code following some commented things from old pr that are obvious better
This commit is contained in:
parent
39447bd39b
commit
3b3398e3e0
6 changed files with 41 additions and 22 deletions
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@ -146,6 +146,8 @@ bool Action::Action::init()
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addDefaultActorFilters();
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m_effectBuilder->setAnimationLock( getAnimationLock() );
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return true;
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}
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@ -295,11 +297,13 @@ void Action::Action::start()
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}
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}
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// todo: m_recastTimeMs needs to be adjusted for player sks/sps
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auto actionStartPkt = makeActorControlSelf( m_pSource->getId(), ActorControlType::ActionStart, 1, getId(),
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m_recastTimeMs / 10 );
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if( player )
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{
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// todo: m_recastTimeMs needs to be adjusted for player sks/sps
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auto actionStartPkt = makeActorControlSelf( m_pSource->getId(), ActorControlType::ActionStart, 1, getId(),
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m_recastTimeMs / 10 );
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player->queuePacket( actionStartPkt );
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}
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auto pScriptMgr = m_pFw->get< Scripting::ScriptMgr >();
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@ -447,7 +451,7 @@ void Action::Action::buildEffects()
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if( m_disableGenericHandler || !hasValidLutEntry() )
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{
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// send any effect packet added by script or an empty one just to play animation for other players
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m_effectBuilder->buildAndSendPackets( getAnimationLock() );
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m_effectBuilder->buildAndSendPackets();
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return;
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}
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@ -551,7 +555,7 @@ void Action::Action::buildEffects()
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m_effectBuilder->applyStatusEffect( m_pSource, m_pSource, m_lutEntry.selfStatus, m_lutEntry.selfStatusDuration, m_lutEntry.selfStatusParam );
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}
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m_effectBuilder->buildAndSendPackets( getAnimationLock() );
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m_effectBuilder->buildAndSendPackets();
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// at this point we're done with it and no longer need it
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m_effectBuilder.reset();
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@ -19,6 +19,7 @@ using namespace Sapphire::Network::Packets;
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EffectBuilder::EffectBuilder( Entity::CharaPtr source, uint32_t actionId, uint16_t sequence ) :
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m_sourceChara( std::move( source ) ),
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m_actionId( actionId ),
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m_animationLock( 0.6f ),
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m_sequence( sequence )
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{
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@ -44,35 +45,35 @@ void EffectBuilder::moveToResultList( Entity::CharaPtr& chara, EffectResultPtr r
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void EffectBuilder::heal( Entity::CharaPtr& effectTarget, Entity::CharaPtr& healingTarget, uint32_t amount, Common::ActionHitSeverityType severity, Common::ActionEffectResultFlag flag, uint64_t resultDelayMs )
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{
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EffectResultPtr nextResult = make_EffectResult( healingTarget, nullptr, Common::Util::getTimeMs() + resultDelayMs );
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EffectResultPtr nextResult = make_EffectResult( healingTarget, Common::Util::getTimeMs() + resultDelayMs );
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nextResult->heal( amount, severity, flag );
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moveToResultList( effectTarget, nextResult );
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}
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void EffectBuilder::restoreMP( Entity::CharaPtr& target, Entity::CharaPtr& restoringTarget, uint32_t amount, Common::ActionEffectResultFlag flag, uint64_t resultDelayMs )
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{
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EffectResultPtr nextResult = make_EffectResult( restoringTarget, nullptr, Common::Util::getTimeMs() + resultDelayMs );
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EffectResultPtr nextResult = make_EffectResult( restoringTarget, Common::Util::getTimeMs() + resultDelayMs );
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nextResult->restoreMP( amount, flag );
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moveToResultList( target, nextResult );
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}
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void EffectBuilder::damage( Entity::CharaPtr& effectTarget, Entity::CharaPtr& damagingTarget, uint32_t amount, Common::ActionHitSeverityType severity, Common::ActionEffectResultFlag flag, uint64_t resultDelayMs )
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{
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EffectResultPtr nextResult = make_EffectResult( damagingTarget, nullptr, Common::Util::getTimeMs() + resultDelayMs );
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EffectResultPtr nextResult = make_EffectResult( damagingTarget, Common::Util::getTimeMs() + resultDelayMs );
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nextResult->damage( amount, severity, flag );
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moveToResultList( effectTarget, nextResult );
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}
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void EffectBuilder::startCombo( Entity::CharaPtr& target, uint16_t actionId )
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{
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EffectResultPtr nextResult = make_EffectResult( target, nullptr, 0 );
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EffectResultPtr nextResult = make_EffectResult( target, 0 );
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nextResult->startCombo( actionId );
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moveToResultList( target, nextResult );
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}
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void EffectBuilder::comboSucceed( Entity::CharaPtr& target )
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{
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EffectResultPtr nextResult = make_EffectResult( target, nullptr, 0 );
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EffectResultPtr nextResult = make_EffectResult( target, 0 );
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nextResult->comboSucceed();
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moveToResultList( target, nextResult );
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}
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@ -93,12 +94,17 @@ void EffectBuilder::applyStatusEffect( Entity::CharaPtr& target, Entity::CharaPt
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void EffectBuilder::statusNoEffect( Entity::CharaPtr& target, uint16_t statusId )
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{
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EffectResultPtr nextResult = make_EffectResult( target, nullptr, 0 );
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EffectResultPtr nextResult = make_EffectResult( target, 0 );
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nextResult->statusNoEffect( statusId );
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moveToResultList( target, nextResult );
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}
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void EffectBuilder::buildAndSendPackets( float animationLock )
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void EffectBuilder::setAnimationLock( float animationLock )
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{
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m_animationLock = animationLock;
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}
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void EffectBuilder::buildAndSendPackets()
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{
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auto targetCount = m_resolvedEffects.size();
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//Logger::debug( "EffectBuilder result: " );
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@ -108,13 +114,13 @@ void EffectBuilder::buildAndSendPackets( float animationLock )
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do // we want to send at least one packet even nothing is hit so other players can see
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{
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auto packet = buildNextEffectPacket( globalSequence, animationLock );
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auto packet = buildNextEffectPacket( globalSequence );
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m_sourceChara->sendToInRangeSet( packet, true );
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}
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while( !m_resolvedEffects.empty() );
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}
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std::shared_ptr< FFXIVPacketBase > EffectBuilder::buildNextEffectPacket( uint32_t globalSequence, float animationLock )
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std::shared_ptr< FFXIVPacketBase > EffectBuilder::buildNextEffectPacket( uint32_t globalSequence )
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{
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auto remainingTargetCount = m_resolvedEffects.size();
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@ -183,7 +189,7 @@ std::shared_ptr< FFXIVPacketBase > EffectBuilder::buildNextEffectPacket( uint32_
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pHeader->effectCount = static_cast< uint8_t >( remainingTargetCount > packetSize ? packetSize : remainingTargetCount );
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pHeader->sourceSequence = m_sequence;
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pHeader->globalSequence = globalSequence;
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pHeader->animationLockTime = animationLock;
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pHeader->animationLockTime = m_animationLock;
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uint8_t targetIndex = 0;
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for( auto it = m_resolvedEffects.begin(); it != m_resolvedEffects.end(); )
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@ -228,7 +234,7 @@ std::shared_ptr< FFXIVPacketBase > EffectBuilder::buildNextEffectPacket( uint32_
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auto effectPacket = std::make_shared< Server::EffectPacket >( m_sourceChara->getId(), firstResult->getTarget()->getId(), m_actionId );
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effectPacket->setRotation( Common::Util::floatToUInt16Rot( m_sourceChara->getRot() ) );
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effectPacket->setSequence( seq, m_sequence );
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effectPacket->data().animationLockTime = animationLock;
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effectPacket->data().animationLockTime = m_animationLock;
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for( int i = 0; i < resultList->size(); i++ )
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{
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@ -256,7 +262,7 @@ std::shared_ptr< FFXIVPacketBase > EffectBuilder::buildNextEffectPacket( uint32_
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effectPacket->data().effectCount = 0;
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effectPacket->data().sourceSequence = m_sequence;
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effectPacket->data().globalSequence = globalSequence;
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effectPacket->data().animationLockTime = animationLock;
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effectPacket->data().animationLockTime = m_animationLock;
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return effectPacket;
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}
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@ -11,6 +11,8 @@ namespace Sapphire::World::Action
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public:
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EffectBuilder( Entity::CharaPtr source, uint32_t actionId, uint16_t sequence );
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void setAnimationLock( float animationLock );
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void heal( Entity::CharaPtr& effectTarget, Entity::CharaPtr& healingTarget, uint32_t amount,
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Common::ActionHitSeverityType severity = Common::ActionHitSeverityType::NormalHeal,
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Common::ActionEffectResultFlag flag = Common::ActionEffectResultFlag::None, uint64_t resultDelayMs = 600 );
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@ -31,15 +33,16 @@ namespace Sapphire::World::Action
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void statusNoEffect( Entity::CharaPtr& target, uint16_t statusId );
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void buildAndSendPackets( float animationLock );
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void buildAndSendPackets();
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private:
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void moveToResultList( Entity::CharaPtr& chara, EffectResultPtr result );
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std::shared_ptr< Sapphire::Network::Packets::FFXIVPacketBase > buildNextEffectPacket( uint32_t globalSequence, float animationLock );
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std::shared_ptr< Sapphire::Network::Packets::FFXIVPacketBase > buildNextEffectPacket( uint32_t globalSequence );
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private:
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uint32_t m_actionId;
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float m_animationLock;
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uint16_t m_sequence;
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Entity::CharaPtr m_sourceChara;
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@ -24,6 +24,11 @@ EffectResult::EffectResult( Entity::CharaPtr target, Entity::CharaPtr source, ui
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}
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EffectResult::EffectResult( Entity::CharaPtr target, uint64_t delayMs ) :
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EffectResult::EffectResult( std::move( target ), nullptr, delayMs )
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{
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}
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Entity::CharaPtr EffectResult::getSource() const
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{
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return m_source;
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@ -16,6 +16,7 @@ namespace Sapphire::World::Action
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{
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public:
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explicit EffectResult( Entity::CharaPtr target, Entity::CharaPtr source, uint64_t delayMs );
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explicit EffectResult( Entity::CharaPtr target, uint64_t delayMs );
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void damage( uint32_t amount, Common::ActionHitSeverityType severity, Common::ActionEffectResultFlag flag = Common::ActionEffectResultFlag::None );
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void heal( uint32_t amount, Common::ActionHitSeverityType severity, Common::ActionEffectResultFlag flag = Common::ActionEffectResultFlag::None );
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@ -531,7 +531,7 @@ void Sapphire::Entity::Chara::addStatusEffect( StatusEffect::StatusEffectPtr pEf
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{
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totalShieldValue /= getMaxHp();
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totalShieldValue *= 100;
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statusEffectAdd->data().shieldPercentage = totalShieldValue >= 255 ? 255 : static_cast< uint8_t >( totalShieldValue );
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statusEffectAdd->data().shieldPercentage = static_cast< uint8_t >( std::min( 255.0f, totalShieldValue ) );
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}
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sendToInRangeSet( statusEffectAdd, true );
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@ -664,7 +664,7 @@ void Sapphire::Entity::Chara::sendStatusEffectUpdate()
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{
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totalShieldValue /= getMaxHp();
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totalShieldValue *= 100;
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statusEffectList->data().shieldPercentage = totalShieldValue >= 255 ? 255 : static_cast< uint8_t >( totalShieldValue );
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statusEffectList->data().shieldPercentage = static_cast< uint8_t >( std::min( 255.0f, totalShieldValue ) );
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}
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sendToInRangeSet( statusEffectList, true );
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@ -696,7 +696,7 @@ void Sapphire::Entity::Chara::sendEffectResultToUpdateShieldValue()
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{
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totalShieldValue /= getMaxHp();
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totalShieldValue *= 100;
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pPacket->data().shieldPercentage = totalShieldValue >= 255 ? 255 : static_cast< uint8_t >( totalShieldValue );
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pPacket->data().shieldPercentage = static_cast< uint8_t >( std::min( 255.0f, totalShieldValue ) );
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}
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sendToInRangeSet( pPacket, true );
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