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https://gitlab.com/YuukiPS/GC-Proto.git
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sync (v1-v3) (thx azzu0,tamilpp25,akioukun)
* Thank you for adding too `option java_package = "emu.grasscutter.net.proto";` this makes my life easier. * including the gc enum name, this is really, really helpful wow
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@@ -15,28 +15,26 @@
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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syntax = "proto3";
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option java_package = "emu.grasscutter.net.proto";
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// Obf: CBOEAHNFCIJ
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enum CombatTypeArgument {
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CombatTypeArgument_CombatNone = 0;
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CombatTypeArgument_CombatEvtBeingHit = 1;
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CombatTypeArgument_CombatAnimatorStateChanged = 2;
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CombatTypeArgument_CombatFaceToDir = 3;
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CombatTypeArgument_CombatSetAttackTarget = 4;
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CombatTypeArgument_CombatRushMove = 5;
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CombatTypeArgument_CombatAnimatorParameterChanged = 6;
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CombatTypeArgument_EntityMove = 7;
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CombatTypeArgument_SyncEntityPosition = 8;
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CombatTypeArgument_CombatSteerMotionInfo = 9;
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CombatTypeArgument_CombatForceSetPosInfo = 10;
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CombatTypeArgument_CombatCompensatePosDiff = 11;
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CombatTypeArgument_CombatMonsterDoBlink = 12;
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CombatTypeArgument_CombatFixedRushMove = 13;
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CombatTypeArgument_CombatSyncTransform = 14;
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CombatTypeArgument_CombatLightCoreMove = 15;
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CombatTypeArgument_CombatBeingHealedNtf = 16;
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CombatTypeArgument_CombatSkillAnchorPositionNtf = 17;
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CombatTypeArgument_CombatGrapplingHookMove = 18;
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COMBAT_TYPE_ARGUMENT_NONE = 0;
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COMBAT_TYPE_ARGUMENT_EVT_BEING_HIT = 1;
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COMBAT_TYPE_ARGUMENT_ANIMATOR_STATE_CHANGED = 2;
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COMBAT_TYPE_ARGUMENT_FACE_TO_DIR = 3;
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COMBAT_TYPE_ARGUMENT_SET_ATTACK_TARGET = 4;
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COMBAT_TYPE_ARGUMENT_RUSH_MOVE = 5;
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COMBAT_TYPE_ARGUMENT_ANIMATOR_PARAMETER_CHANGED = 6;
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COMBAT_TYPE_ARGUMENT_ENTITY_MOVE = 7;
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COMBAT_TYPE_ARGUMENT_SYNC_ENTITY_POSITION = 8;
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COMBAT_TYPE_ARGUMENT_STEER_MOTION_INFO = 9;
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COMBAT_TYPE_ARGUMENT_FORCE_SET_POS_INFO = 10;
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COMBAT_TYPE_ARGUMENT_COMPENSATE_POS_DIFF = 11;
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COMBAT_TYPE_ARGUMENT_MONSTER_DO_BLINK = 12;
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COMBAT_TYPE_ARGUMENT_FIXED_RUSH_MOVE = 13;
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COMBAT_TYPE_ARGUMENT_SYNC_TRANSFORM = 14;
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COMBAT_TYPE_ARGUMENT_LIGHT_CORE_MOVE = 15;
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COMBAT_TYPE_ARGUMENT_BEING_HEALED_NTF = 16;
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COMBAT_TYPE_ARGUMENT_SKILL_ANCHOR_POSITION_NTF = 17;
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COMBAT_TYPE_ARGUMENT_GRAPPLING_HOOK_MOVE = 18;
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}
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