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Basic spellcasting works a bit.
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@@ -3048,6 +3048,29 @@ namespace Laurion
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FINISH_ENCODE();
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}
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ENCODE(OP_Action) {
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ENCODE_LENGTH_EXACT(Action_Struct);
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SETUP_DIRECT_ENCODE(Action_Struct, structs::MissileHitInfo);
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//This is mostly figured out; there's two unknowns, only unknown1 is read by the client
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OUT(target);
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OUT(source);
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eq->spell_id = emu->spell;
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eq->effect_type = emu->effect_flag;
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eq->effective_casting_level = 0; //if you set this to != 0 it will use this level instead of calculating it
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eq->unknown1 = 0;
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eq->unknown2 = 0;
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eq->damage = 0; //client doesn't read this but live sends it here, can just set 0
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eq->modifier = 1.0f + (emu->instrument_mod - 10) / 10.0f;
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OUT(force);
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OUT(hit_heading);
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OUT(hit_pitch);
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eq->skill = emu->type;
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OUT(level);
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FINISH_ENCODE();
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}
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// DECODE methods
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DECODE(OP_EnterWorld)
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