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154 lines
6.0 KiB
Go

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
}