mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 09:44:10 +00:00
cleanup enums to make them more consistent
This commit is contained in:
@@ -231,41 +231,42 @@ eInventoryType Inventory::FindInventoryTypeForLot(const LOT lot) {
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const auto itemType = static_cast<eItemType>(itemComponent.itemType);
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switch (itemType) {
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case eItemType::ITEM_TYPE_BRICK:
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case eItemType::BRICK:
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return BRICKS;
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case eItemType::ITEM_TYPE_BEHAVIOR:
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case eItemType::BEHAVIOR:
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return BEHAVIORS;
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case eItemType::ITEM_TYPE_PROPERTY:
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case eItemType::PROPERTY:
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return PROPERTY_DEEDS;
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case eItemType::ITEM_TYPE_MODEL:
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case eItemType::ITEM_TYPE_VEHICLE:
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case eItemType::ITEM_TYPE_LOOT_MODEL:
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case eItemType::ITEM_TYPE_MOUNT:
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case eItemType::MODEL:
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case eItemType::VEHICLE:
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case eItemType::LOOT_MODEL:
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case eItemType::LUP_MODEL:
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case eItemType::MOUNT:
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return MODELS;
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case eItemType::ITEM_TYPE_HAT:
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case eItemType::ITEM_TYPE_HAIR:
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case eItemType::ITEM_TYPE_NECK:
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case eItemType::ITEM_TYPE_LEFT_HAND:
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case eItemType::ITEM_TYPE_RIGHT_HAND:
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case eItemType::ITEM_TYPE_LEGS:
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case eItemType::ITEM_TYPE_LEFT_TRINKET:
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case eItemType::ITEM_TYPE_RIGHT_TRINKET:
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case eItemType::ITEM_TYPE_COLLECTIBLE:
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case eItemType::ITEM_TYPE_CONSUMABLE:
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case eItemType::ITEM_TYPE_CHEST:
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case eItemType::ITEM_TYPE_EGG:
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case eItemType::ITEM_TYPE_PET_FOOD:
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case eItemType::ITEM_TYPE_PET_INVENTORY_ITEM:
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case eItemType::ITEM_TYPE_PACKAGE:
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case eItemType::ITEM_TYPE_CURRENCY:
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case eItemType::HAT:
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case eItemType::HAIR:
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case eItemType::NECK:
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case eItemType::LEFT_HAND:
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case eItemType::RIGHT_HAND:
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case eItemType::LEGS:
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case eItemType::LEFT_TRINKET:
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case eItemType::RIGHT_TRINKET:
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case eItemType::COLLECTIBLE:
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case eItemType::CONSUMABLE:
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case eItemType::CHEST:
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case eItemType::EGG:
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case eItemType::PET_FOOD:
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case eItemType::PET_INVENTORY_ITEM:
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case eItemType::PACKAGE:
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return ITEMS;
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case eItemType::ITEM_TYPE_QUEST_OBJECT:
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case eItemType::ITEM_TYPE_UNKNOWN:
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case eItemType::QUEST_OBJECT:
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case eItemType::UNKNOWN:
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default:
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return QUEST;
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}
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@@ -76,7 +76,7 @@ Item::Item(
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const auto type = static_cast<eItemType>(info->itemType);
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if (type == eItemType::ITEM_TYPE_MOUNT) {
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if (type == eItemType::MOUNT) {
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id = GeneralUtils::SetBit(id, OBJECT_BIT_CLIENT);
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}
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@@ -283,10 +283,10 @@ void Item::UseNonEquip(Item* item) {
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}
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const auto type = static_cast<eItemType>(info->itemType);
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if (type == eItemType::ITEM_TYPE_MOUNT) {
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if (type == eItemType::MOUNT) {
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playerInventoryComponent->HandlePossession(this);
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// TODO Check if mounts are allowed to be spawned
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} else if (type == eItemType::ITEM_TYPE_PET_INVENTORY_ITEM && subKey != LWOOBJID_EMPTY) {
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} else if (type == eItemType::PET_INVENTORY_ITEM && subKey != LWOOBJID_EMPTY) {
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const auto& databasePet = playerInventoryComponent->GetDatabasePet(subKey);
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if (databasePet.lot != LOT_NULL) {
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playerInventoryComponent->SpawnPet(this);
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@@ -6,6 +6,7 @@
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#include "CDClientDatabase.h"
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#include "Game.h"
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#include "MissionComponent.h"
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#include "eMissionTaskType.h"
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#include <algorithm>
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ItemSet::ItemSet(const uint32_t id, InventoryComponent* inventoryComponent) {
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@@ -130,7 +131,7 @@ void ItemSet::OnEquip(const LOT lot) {
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const auto behaviorId = skillTable->GetSkillByID(skill).behaviorID;
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SKILL, skill);
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missionComponent->Progress(eMissionTaskType::USE_SKILL, skill);
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skillComponent->HandleUnmanaged(behaviorId, m_InventoryComponent->GetParent()->GetObjectID());
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}
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@@ -3,7 +3,7 @@
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#include "DestroyableComponent.h"
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#include "SkillComponent.h"
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#include "ItemSet.h"
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#include "ItemSetPassiveAbilityID.h"
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#include "eItemSetPassiveAbilityID.h"
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ItemSetPassiveAbility::ItemSetPassiveAbility(PassiveAbilityTrigger trigger, Entity* parent, ItemSet* itemSet) {
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m_Trigger = trigger;
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@@ -46,31 +46,31 @@ void ItemSetPassiveAbility::Activate(Entity* target) {
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EntityManager::Instance()->SerializeEntity(m_Parent);
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const auto id = static_cast<ItemSetPassiveAbilityID>(m_ItemSet->GetID());
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const auto id = static_cast<eItemSetPassiveAbilityID>(m_ItemSet->GetID());
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const auto parentID = m_Parent->GetObjectID();
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const auto equippedCount = m_ItemSet->GetEquippedCount();
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switch (id) {
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// Assembly
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case ItemSetPassiveAbilityID::InventorRank1:
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case ItemSetPassiveAbilityID::SummonerRank1:
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case ItemSetPassiveAbilityID::EngineerRank1: {
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case eItemSetPassiveAbilityID::InventorRank1:
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case eItemSetPassiveAbilityID::SummonerRank1:
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case eItemSetPassiveAbilityID::EngineerRank1: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(394, 4401, parentID);
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break;
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}
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case ItemSetPassiveAbilityID::InventorRank2:
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case ItemSetPassiveAbilityID::SummonerRank2:
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case ItemSetPassiveAbilityID::EngineerRank2: {
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case eItemSetPassiveAbilityID::InventorRank2:
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case eItemSetPassiveAbilityID::SummonerRank2:
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case eItemSetPassiveAbilityID::EngineerRank2: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(581, 9433, parentID);
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break;
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}
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case ItemSetPassiveAbilityID::InventorRank3:
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case ItemSetPassiveAbilityID::SummonerRank3:
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case ItemSetPassiveAbilityID::EngineerRank3: {
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case eItemSetPassiveAbilityID::InventorRank3:
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case eItemSetPassiveAbilityID::SummonerRank3:
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case eItemSetPassiveAbilityID::EngineerRank3: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(582, 9435, parentID);
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@@ -78,57 +78,57 @@ void ItemSetPassiveAbility::Activate(Entity* target) {
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}
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// Sentinel
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case ItemSetPassiveAbilityID::KnightRank1: {
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case eItemSetPassiveAbilityID::KnightRank1: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(559, 8884, parentID);
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break;
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}
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case ItemSetPassiveAbilityID::KnightRank2: {
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case eItemSetPassiveAbilityID::KnightRank2: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(560, 8885, parentID);
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break;
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}
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case ItemSetPassiveAbilityID::KnightRank3: {
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case eItemSetPassiveAbilityID::KnightRank3: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(561, 8890, parentID);
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break;
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}
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case ItemSetPassiveAbilityID::SpaceRangerRank1: {
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case eItemSetPassiveAbilityID::SpaceRangerRank1: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(1101, 24612, parentID);
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break;
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}
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case ItemSetPassiveAbilityID::SpaceRangerRank2: {
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case eItemSetPassiveAbilityID::SpaceRangerRank2: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(1102, 24617, parentID);
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break;
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}
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case ItemSetPassiveAbilityID::SpaceRangerRank3: {
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case eItemSetPassiveAbilityID::SpaceRangerRank3: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(1103, 24622, parentID);
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break;
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}
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case ItemSetPassiveAbilityID::SamuraiRank1: {
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case eItemSetPassiveAbilityID::SamuraiRank1: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(562, 8899, parentID);
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break;
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}
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case ItemSetPassiveAbilityID::SamuraiRank2: {
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case eItemSetPassiveAbilityID::SamuraiRank2: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(563, 8904, parentID);
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break;
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}
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case ItemSetPassiveAbilityID::SamuraiRank3: {
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case eItemSetPassiveAbilityID::SamuraiRank3: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(564, 8909, parentID);
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@@ -143,47 +143,47 @@ void ItemSetPassiveAbility::Activate(Entity* target) {
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std::vector<ItemSetPassiveAbility> ItemSetPassiveAbility::FindAbilities(uint32_t itemSetID, Entity* parent, ItemSet* itemSet) {
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std::vector<ItemSetPassiveAbility> abilities;
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switch (static_cast<ItemSetPassiveAbilityID>(itemSetID)) {
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switch (static_cast<eItemSetPassiveAbilityID>(itemSetID)) {
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// Assembly
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case ItemSetPassiveAbilityID::SummonerRank1:
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case ItemSetPassiveAbilityID::SummonerRank2:
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case ItemSetPassiveAbilityID::SummonerRank3:
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case ItemSetPassiveAbilityID::InventorRank1:
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case ItemSetPassiveAbilityID::InventorRank2:
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case ItemSetPassiveAbilityID::InventorRank3:
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case ItemSetPassiveAbilityID::EngineerRank1:
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case ItemSetPassiveAbilityID::EngineerRank2:
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case ItemSetPassiveAbilityID::EngineerRank3: {
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case eItemSetPassiveAbilityID::SummonerRank1:
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case eItemSetPassiveAbilityID::SummonerRank2:
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case eItemSetPassiveAbilityID::SummonerRank3:
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case eItemSetPassiveAbilityID::InventorRank1:
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case eItemSetPassiveAbilityID::InventorRank2:
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case eItemSetPassiveAbilityID::InventorRank3:
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case eItemSetPassiveAbilityID::EngineerRank1:
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case eItemSetPassiveAbilityID::EngineerRank2:
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case eItemSetPassiveAbilityID::EngineerRank3: {
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abilities.emplace_back(PassiveAbilityTrigger::AssemblyImagination, parent, itemSet);
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break;
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}
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// Sentinel
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case ItemSetPassiveAbilityID::KnightRank1:
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case ItemSetPassiveAbilityID::KnightRank2:
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case ItemSetPassiveAbilityID::KnightRank3:
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case ItemSetPassiveAbilityID::SpaceRangerRank1:
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case ItemSetPassiveAbilityID::SpaceRangerRank2:
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case ItemSetPassiveAbilityID::SpaceRangerRank3:
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case ItemSetPassiveAbilityID::SamuraiRank1:
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case ItemSetPassiveAbilityID::SamuraiRank2:
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case ItemSetPassiveAbilityID::SamuraiRank3: {
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case eItemSetPassiveAbilityID::KnightRank1:
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case eItemSetPassiveAbilityID::KnightRank2:
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case eItemSetPassiveAbilityID::KnightRank3:
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case eItemSetPassiveAbilityID::SpaceRangerRank1:
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case eItemSetPassiveAbilityID::SpaceRangerRank2:
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case eItemSetPassiveAbilityID::SpaceRangerRank3:
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case eItemSetPassiveAbilityID::SamuraiRank1:
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case eItemSetPassiveAbilityID::SamuraiRank2:
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case eItemSetPassiveAbilityID::SamuraiRank3: {
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abilities.emplace_back(PassiveAbilityTrigger::SentinelArmor, parent, itemSet);
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abilities.emplace_back(PassiveAbilityTrigger::EnemySmashed, parent, itemSet);
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break;
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}
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// Paradox
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case ItemSetPassiveAbilityID::BatLord:
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case ItemSetPassiveAbilityID::SpaceMarauderRank1:
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case ItemSetPassiveAbilityID::SpaceMarauderRank2:
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case ItemSetPassiveAbilityID::SpaceMarauderRank3:
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case ItemSetPassiveAbilityID::SorcererRank1:
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case ItemSetPassiveAbilityID::SorcererRank2:
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case ItemSetPassiveAbilityID::SorcererRank3:
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case ItemSetPassiveAbilityID::ShinobiRank1:
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case ItemSetPassiveAbilityID::ShinobiRank2:
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case ItemSetPassiveAbilityID::ShinobiRank3: {
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case eItemSetPassiveAbilityID::BatLord:
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case eItemSetPassiveAbilityID::SpaceMarauderRank1:
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case eItemSetPassiveAbilityID::SpaceMarauderRank2:
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case eItemSetPassiveAbilityID::SpaceMarauderRank3:
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case eItemSetPassiveAbilityID::SorcererRank1:
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case eItemSetPassiveAbilityID::SorcererRank2:
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case eItemSetPassiveAbilityID::SorcererRank3:
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case eItemSetPassiveAbilityID::ShinobiRank1:
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case eItemSetPassiveAbilityID::ShinobiRank2:
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case eItemSetPassiveAbilityID::ShinobiRank3: {
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abilities.emplace_back(PassiveAbilityTrigger::EnemySmashed, parent, itemSet);
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break;
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@@ -205,110 +205,110 @@ void ItemSetPassiveAbility::OnEnemySmshed(Entity* target) {
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EntityManager::Instance()->SerializeEntity(m_Parent);
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const auto id = static_cast<ItemSetPassiveAbilityID>(m_ItemSet->GetID());
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const auto id = static_cast<eItemSetPassiveAbilityID>(m_ItemSet->GetID());
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const auto parentID = m_Parent->GetObjectID();
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const auto equippedCount = m_ItemSet->GetEquippedCount();
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switch (id) {
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// Bat Lord
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case ItemSetPassiveAbilityID::BatLord: {
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case eItemSetPassiveAbilityID::BatLord: {
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if (equippedCount < 5) return;
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destroyableComponent->Heal(3);
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break;
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}
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// Sentinel
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case ItemSetPassiveAbilityID::KnightRank1: {
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case eItemSetPassiveAbilityID::KnightRank1: {
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if (equippedCount < 5) return;
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destroyableComponent->Repair(1);
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break;
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}
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case ItemSetPassiveAbilityID::KnightRank2: {
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case eItemSetPassiveAbilityID::KnightRank2: {
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if (equippedCount < 5) return;
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destroyableComponent->Repair(1);
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break;
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}
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case ItemSetPassiveAbilityID::KnightRank3: {
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case eItemSetPassiveAbilityID::KnightRank3: {
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if (equippedCount < 5) return;
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destroyableComponent->Repair(1);
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break;
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}
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case ItemSetPassiveAbilityID::SpaceRangerRank1: {
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case eItemSetPassiveAbilityID::SpaceRangerRank1: {
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if (equippedCount < 5) return;
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destroyableComponent->Repair(1);
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break;
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}
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case ItemSetPassiveAbilityID::SpaceRangerRank2: {
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case eItemSetPassiveAbilityID::SpaceRangerRank2: {
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if (equippedCount < 5) return;
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destroyableComponent->Repair(1);
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break;
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}
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case ItemSetPassiveAbilityID::SpaceRangerRank3: {
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case eItemSetPassiveAbilityID::SpaceRangerRank3: {
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if (equippedCount < 5) return;
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destroyableComponent->Repair(1);
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break;
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}
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case ItemSetPassiveAbilityID::SamuraiRank1: {
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case eItemSetPassiveAbilityID::SamuraiRank1: {
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if (equippedCount < 5) return;
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destroyableComponent->Repair(1);
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break;
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}
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case ItemSetPassiveAbilityID::SamuraiRank2: {
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case eItemSetPassiveAbilityID::SamuraiRank2: {
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if (equippedCount < 5) return;
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destroyableComponent->Repair(1);
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break;
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}
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case ItemSetPassiveAbilityID::SamuraiRank3: {
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case eItemSetPassiveAbilityID::SamuraiRank3: {
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if (equippedCount < 5) return;
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destroyableComponent->Repair(1);
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break;
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||||
}
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// Paradox
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case ItemSetPassiveAbilityID::SpaceMarauderRank1: {
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case eItemSetPassiveAbilityID::SpaceMarauderRank1: {
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if (equippedCount < 4) return;
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destroyableComponent->Imagine(1);
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break;
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}
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case ItemSetPassiveAbilityID::SpaceMarauderRank2: {
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case eItemSetPassiveAbilityID::SpaceMarauderRank2: {
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if (equippedCount < 4) return;
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destroyableComponent->Imagine(2);
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break;
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}
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case ItemSetPassiveAbilityID::SpaceMarauderRank3: {
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case eItemSetPassiveAbilityID::SpaceMarauderRank3: {
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if (equippedCount < 4) return;
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destroyableComponent->Imagine(3);
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break;
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}
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case ItemSetPassiveAbilityID::ShinobiRank1: {
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case eItemSetPassiveAbilityID::ShinobiRank1: {
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if (equippedCount < 4) return;
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destroyableComponent->Imagine(1);
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break;
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}
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case ItemSetPassiveAbilityID::ShinobiRank2: {
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case eItemSetPassiveAbilityID::ShinobiRank2: {
|
||||
if (equippedCount < 4) return;
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destroyableComponent->Imagine(2);
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||||
break;
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||||
}
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||||
case ItemSetPassiveAbilityID::ShinobiRank3: {
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||||
if (equippedCount < 4 || !target) return;
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skillComponent->CalculateBehavior(695, 11399, target->GetObjectID());
|
||||
case eItemSetPassiveAbilityID::ShinobiRank3: {
|
||||
if (equippedCount < 4) return;
|
||||
destroyableComponent->Imagine(3);
|
||||
break;
|
||||
}
|
||||
|
||||
case ItemSetPassiveAbilityID::SorcererRank1: {
|
||||
case eItemSetPassiveAbilityID::SorcererRank1: {
|
||||
if (equippedCount < 4) return;
|
||||
destroyableComponent->Imagine(1);
|
||||
break;
|
||||
}
|
||||
case ItemSetPassiveAbilityID::SorcererRank2: {
|
||||
case eItemSetPassiveAbilityID::SorcererRank2: {
|
||||
if (equippedCount < 4) return;
|
||||
destroyableComponent->Imagine(2);
|
||||
break;
|
||||
}
|
||||
case ItemSetPassiveAbilityID::SorcererRank3: {
|
||||
case eItemSetPassiveAbilityID::SorcererRank3: {
|
||||
if (equippedCount < 4) return;
|
||||
destroyableComponent->Imagine(3);
|
||||
break;
|
||||
|
Reference in New Issue
Block a user