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	was using very old code from pre-foss that has not been updated with the new behavior knowledge. The code has been updated accordingly to what the client expects. Tested that ice shurikens can now destroy the legs of the skeleton towers in crux prime. Tested that the following weapons can still do damage to enemies and objects in the world: surikens of ice serratorizer Super Morning Star Super Dagger elite long barrel blaster (charge and normal) Mosaic Wand
		
			
				
	
	
		
			32 lines
		
	
	
		
			596 B
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			32 lines
		
	
	
		
			596 B
		
	
	
	
		
			C++
		
	
	
	
	
	
#pragma once
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#include "Behavior.h"
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class SwitchBehavior final : public Behavior
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{
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public:
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	Behavior* m_actionTrue;
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	Behavior* m_actionFalse;
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	uint32_t m_imagination;
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	bool m_isEnemyFaction;
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	int32_t m_targetHasBuff;
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	float m_Distance;
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	/*
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	 * Inherited
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	 */
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	explicit SwitchBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {
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	}
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	void Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) override;
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	void Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) override;
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	void Load() override;
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};
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