package routers import ( "context" "sync" ) var _ = sync.Mutex{} var _ = context.Background // Authoritative weapon, fight-style and skill lifecycle for the current local unit. func GameRouter_Combat_OnClientUseSkill(ctx context.Context, rpcCtx *RpcContext, req any) any { // Router implementation for GameRouter_Combat_OnClientUseSkill var zero any; return zero } func GameRouter_Combat_OnReportSkillEnd(ctx context.Context, rpcCtx *RpcContext, report any) any { // Router implementation for GameRouter_Combat_OnReportSkillEnd var zero any; return zero } func GameRouter_Combat_OnSkillHit(ctx context.Context, rpcCtx *RpcContext, hit any) any { // Router implementation for GameRouter_Combat_OnSkillHit var zero any; return zero } func GameRouter_Combat_OnSwitchWeapon(ctx context.Context, rpcCtx *RpcContext, index int32) any { // Router implementation for GameRouter_Combat_OnSwitchWeapon var zero any; return zero } func GameRouter_Combat_OnSwitchFightStyle(ctx context.Context, rpcCtx *RpcContext, spiritId uint32, fightStyleTypeId uint32, fightStyleId uint32) any { // Router implementation for GameRouter_Combat_OnSwitchFightStyle var zero any; return zero } func GameRouter_Combat_OnSetWeaponFightStyle(ctx context.Context, rpcCtx *RpcContext, weaponInstanceId uint64, fightStyleId uint32) any { // Router implementation for GameRouter_Combat_OnSetWeaponFightStyle var zero any; return zero } func GameRouter_Combat_OnLoadWeaponToSlot(ctx context.Context, rpcCtx *RpcContext, spiritId uint32, weaponInstanceId uint64, slotIndex int32) any { // Router implementation for GameRouter_Combat_OnLoadWeaponToSlot var zero any; return zero } func GameRouter_Combat_OnDepositSpiritWeapon(ctx context.Context, rpcCtx *RpcContext, spiritId uint32, slotIndex int32) any { // Router implementation for GameRouter_Combat_OnDepositSpiritWeapon var zero any; return zero } func GameRouter_Combat_OnExchangeWeaponSlot(ctx context.Context, rpcCtx *RpcContext, fromSpirit uint32, fromIndex int32, toSpirit uint32, toIndex int32) any { // Router implementation for GameRouter_Combat_OnExchangeWeaponSlot var zero any; return zero } func GameRouter_Combat_PublishWeaponSlotsAfterMutation(ctx context.Context, rpcCtx *RpcContext, spiritId uint32, operation string) any { // Router implementation for GameRouter_Combat_PublishWeaponSlotsAfterMutation var zero any; return zero } func GameRouter_Combat_IsEditableWeaponSlot(ctx context.Context, index int32) bool { // Router implementation for GameRouter_Combat_IsEditableWeaponSlot return true } func GameRouter_Combat_WeaponSlotIds(ctx context.Context, state any, spiritId uint32) []any { // Router implementation for GameRouter_Combat_WeaponSlotIds return nil } func GameRouter_Combat_WeaponSlotDefinitions(ctx context.Context, state any, spiritId uint32) []any { // Router implementation for GameRouter_Combat_WeaponSlotDefinitions return nil } func GameRouter_Combat_OnSkillUseWeaponDurability(ctx context.Context, rpcCtx *RpcContext, skillInstanceId int32, triggerIndex int32) any { // Router implementation for GameRouter_Combat_OnSkillUseWeaponDurability var zero any; return zero } func GameRouter_Combat_OnWeaponEquipBullets(ctx context.Context, rpcCtx *RpcContext, weaponInstanceId uint64, bulletId uint32) any { // Router implementation for GameRouter_Combat_OnWeaponEquipBullets var zero any; return zero } func GameRouter_Combat_ReloadWeapon4229938(ctx context.Context, rpcCtx *RpcContext, state any, weapon any) any { // Router implementation for GameRouter_Combat_ReloadWeapon4229938 var zero any; return zero } func GameRouter_Combat_InfiniteAmmoEnabled4229938(ctx context.Context, ) bool { // Router implementation for GameRouter_Combat_InfiniteAmmoEnabled4229938 return true } func GameRouter_Combat_EnsureMagazine4229938(ctx context.Context, state any, weapon any) int32 { // Router implementation for GameRouter_Combat_EnsureMagazine4229938 return 0 } func GameRouter_Combat_EnsureDurability4229938(ctx context.Context, state any, weapon any) int32 { // Router implementation for GameRouter_Combat_EnsureDurability4229938 return 0 } func GameRouter_Combat_CurrentDurability4229938(ctx context.Context, state any, weapon any, magazineAmmo int32) int32 { // Router implementation for GameRouter_Combat_CurrentDurability4229938 return 0 } func GameRouter_Combat_NonSeparateReserve4229938(ctx context.Context, durability int32, magazineAmmo int32) uint32 { // Router implementation for GameRouter_Combat_NonSeparateReserve4229938 return 0 } func GameRouter_Combat_EnsureBullet4229938(ctx context.Context, state any, weapon any) uint32 { // Router implementation for GameRouter_Combat_EnsureBullet4229938 return 0 } func GameRouter_Combat_EnsureReserve4229938(ctx context.Context, state any, bulletId uint32) uint32 { // Router implementation for GameRouter_Combat_EnsureReserve4229938 return 0 } func GameRouter_Combat_PublishSelectedWeaponProfile(ctx context.Context, rpcCtx *RpcContext, unitId uint64, templateId uint32, weapon any, style any) any { // Router implementation for GameRouter_Combat_PublishSelectedWeaponProfile var zero any; return zero } func GameRouter_Combat_ResolveWeaponStyle(ctx context.Context, state any, weapon any) any { // Router implementation for GameRouter_Combat_ResolveWeaponStyle var zero any; return zero } func GameRouter_Combat_ActiveStyle(ctx context.Context, state any) any { // Router implementation for GameRouter_Combat_ActiveStyle var zero any; return zero } // // True when is authored straight on the character row // (FightSpiritConfig.TempSkill) instead of on a weapon. Those skills never appear in a // weapon's skill list, so the weapon sandbox alone would reject them even though the client // legitimately asks for them. Read from the client config so the allow-list tracks whatever the // build authors — do not hard-code ids here. // func GameRouter_Combat_AllowsAuthoredCharacterSkill(ctx context.Context, templateId uint32, skillId uint32) bool { // Router implementation for GameRouter_Combat_AllowsAuthoredCharacterSkill return true }