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melon 3.7 tes
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@@ -1,28 +1,42 @@
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// https://github.com/SlushinPS/beach-simulator
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// Copyright (C) 2023 Slushy 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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// Name: DHGBKMMCECM
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enum CombatTypeArgument {
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COMBAT_NONE = 0;
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COMBAT_EVT_BEING_HIT = 1;
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COMBAT_ANIMATOR_STATE_CHANGED = 2;
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COMBAT_FACE_TO_DIR = 3;
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COMBAT_SET_ATTACK_TARGET = 4;
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COMBAT_RUSH_MOVE = 5;
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COMBAT_ANIMATOR_PARAMETER_CHANGED = 6;
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ENTITY_MOVE = 7;
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SYNC_ENTITY_POSITION = 8;
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COMBAT_STEER_MOTION_INFO = 9;
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COMBAT_FORCE_SET_POS_INFO = 10;
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COMBAT_COMPENSATE_POS_DIFF = 11;
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COMBAT_MONSTER_DO_BLINK = 12;
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COMBAT_FIXED_RUSH_MOVE = 13;
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COMBAT_SYNC_TRANSFORM = 14;
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COMBAT_LIGHT_CORE_MOVE = 15;
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COMBAT_BEING_HEALED_NTF = 16;
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COMBAT_SKILL_ANCHOR_POSITION_NTF = 17;
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COMBAT_GRAPPLING_HOOK_MOVE = 18;
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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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}
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