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Hello 3.4 testing
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@@ -1,42 +1,25 @@
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// Proto has been converted from Sorapointa to Grasscutter format
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// Sorapointa - A server software re-implementation for a certain anime game, and avoid sorapointa.
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// Copyright (C) 2022 Sorapointa Team
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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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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enum CombatTypeArgument {
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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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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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