mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
fixed some paths in project
This commit is contained in:
parent
11bbb023d9
commit
452f1cc8c0
@ -116,21 +116,21 @@
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<Compile Include="actors\debug\Debug.cs" />
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<Compile Include="actors\debug\Debug.cs" />
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<Compile Include="actors\director\Director.cs" />
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<Compile Include="actors\director\Director.cs" />
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<Compile Include="actors\director\GuildleveDirector.cs" />
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<Compile Include="actors\director\GuildleveDirector.cs" />
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<Compile Include="actors\director\Work\GuildleveWork.cs" />
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<Compile Include="actors\director\work\GuildleveWork.cs" />
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<Compile Include="actors\EventList.cs" />
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<Compile Include="actors\EventList.cs" />
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<Compile Include="actors\group\GLContentGroup.cs" />
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<Compile Include="actors\group\GLContentGroup.cs" />
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<Compile Include="actors\group\ContentGroup.cs" />
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<Compile Include="actors\group\ContentGroup.cs" />
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<Compile Include="actors\group\Work\ContentGroupWork.cs" />
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<Compile Include="actors\group\work\ContentGroupWork.cs" />
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<Compile Include="actors\group\Work\GlobalTemp.cs" />
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<Compile Include="actors\group\work\GlobalTemp.cs" />
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<Compile Include="actors\group\Group.cs" />
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<Compile Include="actors\group\Group.cs" />
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<Compile Include="actors\group\MonsterParty.cs" />
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<Compile Include="actors\group\MonsterParty.cs" />
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<Compile Include="actors\group\Party.cs" />
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<Compile Include="actors\group\Party.cs" />
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<Compile Include="actors\group\Relation.cs" />
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<Compile Include="actors\group\Relation.cs" />
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<Compile Include="actors\group\Work\GroupGlobalSave.cs" />
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<Compile Include="actors\group\work\GroupGlobalSave.cs" />
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<Compile Include="actors\group\Work\GroupGlobalTemp.cs" />
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<Compile Include="actors\group\work\GroupGlobalTemp.cs" />
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<Compile Include="actors\group\Work\GroupMemberSave.cs" />
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<Compile Include="actors\group\work\GroupMemberSave.cs" />
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<Compile Include="actors\group\Work\PartyWork.cs" />
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<Compile Include="actors\group\work\PartyWork.cs" />
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<Compile Include="actors\group\Work\RelationWork.cs" />
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<Compile Include="actors\group\work\RelationWork.cs" />
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<Compile Include="actors\judge\Judge.cs" />
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<Compile Include="actors\judge\Judge.cs" />
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<Compile Include="actors\quest\Quest.cs" />
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<Compile Include="actors\quest\Quest.cs" />
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<Compile Include="actors\StaticActors.cs" />
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<Compile Include="actors\StaticActors.cs" />
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@ -0,0 +1,187 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.packets.send.actor;
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using FFXIVClassic_Map_Server.packets.send.actor.battle;
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namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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class WeaponSkillState : State
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{
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private Ability skill;
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public WeaponSkillState(Character owner, Character target, ushort skillId) :
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base(owner, target)
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{
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this.startTime = DateTime.Now;
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// todo: lookup skill from global table
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this.skill = Server.GetWorldManager().GetAbility(skillId);
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var returnCode = lua.LuaEngine.CallLuaAbilityFunction(owner, skill, "weaponskills", "onSkillPrepare", owner, target, skill);
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if (skill != null && returnCode == 0)
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{
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// todo: Azia can fix, check the recast time and send error
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if (!skill.IsValidTarget(owner, target))
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{
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// todo: error message
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interrupt = true;
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}
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else if ((skill.tpCost = (ushort)Math.Ceiling((8000 + (owner.charaWork.parameterSave.state_mainSkillLevel - 70) * 500) * (skill.tpCost * 0.001))) > owner.GetTP())
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{
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// todo: error message
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interrupt = true;
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}
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else if (skill.level > owner.charaWork.parameterSave.state_mainSkillLevel)
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{
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// todo: error message
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}
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else if (false /*skill.requirements & */)
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{
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// todo: error message
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}
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else
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{
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OnStart();
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}
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}
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else
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{
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if (owner is Player)
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((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), (ushort)(returnCode == -1 ? 32539 : returnCode), 0x20);
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interrupt = true;
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}
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}
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public override void OnStart()
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{
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var returnCode = lua.LuaEngine.CallLuaAbilityFunction(owner, skill, "weaponskills", "onSkillStart", owner, target, skill);
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if (returnCode != 0)
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{
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interrupt = true;
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errorPacket = BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, owner.actorId, 0, 0, (ushort)returnCode, skill.id, 0, 1);
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}
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else
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{
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// todo: check within attack range
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owner.LookAt(target);
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}
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}
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public override bool Update(DateTime tick)
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{
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if (skill != null)
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{
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TryInterrupt();
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if (interrupt)
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{
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OnInterrupt();
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return true;
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}
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// todo: check weapon delay/haste etc and use that
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var actualCastTime = skill.castTimeSeconds;
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if ((tick - startTime).TotalSeconds >= skill.castTimeSeconds)
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{
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OnComplete();
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return true;
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}
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return false;
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}
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return true;
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}
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public override void OnInterrupt()
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{
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// todo: send paralyzed/sleep message etc.
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if (errorPacket != null)
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{
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owner.zone.BroadcastPacketAroundActor(owner, errorPacket);
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}
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}
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public override void OnComplete()
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{
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skill.targetFind.FindWithinArea(target, skill.validTarget);
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isCompleted = true;
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List<SubPacket> packets = new List<SubPacket>();
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foreach (var chara in skill.targetFind.GetTargets())
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{
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// todo: calculate shit, do shit
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bool landed = true;
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var amount = lua.LuaEngine.CallLuaAbilityFunction(owner, skill, "weaponskills", "onSkillFinish", owner, target, skill);
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foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
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{
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player.QueuePacket(BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, chara.actorId, skill.battleAnimation, skill.effectAnimation, skill.worldMasterTextId, skill.id, (ushort)skill.param, 1));
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}
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if (chara is BattleNpc)
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{
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((BattleNpc)chara).hateContainer.UpdateHate(owner, amount);
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}
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}
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}
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public override void TryInterrupt()
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{
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if (interrupt)
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return;
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if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction))
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{
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// todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
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var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction);
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uint effectId = 0;
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if (list.Count > 0)
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{
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// todo: actually check proc rate/random chance of whatever effect
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effectId = list[0].GetStatusEffectId();
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}
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// todo: which is actually the swing packet
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//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
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//owner.zone.BroadcastPacketAroundActor(owner, errorPacket);
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//errorPacket = null;
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interrupt = true;
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return;
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}
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interrupt = !CanUse();
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}
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private bool CanUse()
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{
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if (target == null)
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{
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return false;
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}
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// todo: shouldnt need to check if owner is dead since all states would be cleared
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if (owner.aiContainer.IsDead() || target.aiContainer.IsDead())
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{
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return false;
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}
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else if (!owner.aiContainer.GetTargetFind().CanTarget(target, false, true))
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{
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return false;
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}
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else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > skill.range)
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{
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if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
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{
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((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), 32539, 0x20);
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}
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return false;
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}
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return true;
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}
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}
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}
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