PowerAction not ActionEntry
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@@ -16,10 +16,10 @@ import engine.math.Vector3f;
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import engine.math.Vector3fImmutable;
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import engine.objects.*;
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import engine.powers.EffectsBase;
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import engine.wpak.data.ActionEntry;
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import engine.wpak.data.Effect;
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import engine.wpak.data.ModifierEntry;
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import engine.wpak.data.Power;
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import engine.wpak.data.PowerAction;
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import engine.wpakpowers.Behaviour;
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import org.pmw.tinylog.Logger;
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@@ -1340,118 +1340,118 @@ public class mbEnums {
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Flag {
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@Override
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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return Behaviour.Flag(caster, target, power, powerAction, effect, modifierEntry, rank);
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}
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},
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MapIntToInts {
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@Override
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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return Behaviour.MapIntToInts(caster, target, power, powerAction, effect, modifierEntry, rank);
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}
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},
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Standard {
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@Override
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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return Behaviour.Standard(caster, target, power, powerAction, effect, modifierEntry, rank);
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}
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},
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FPSubTypeAttr {
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@Override
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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return Behaviour.FPSubTypeAttr(caster, target, power, powerAction, effect, modifierEntry, rank);
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}
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},
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SubTypeSourceType {
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@Override
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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return Behaviour.SubTypeSourceType(caster, target, power, powerAction, effect, modifierEntry, rank);
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}
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},
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SubTypePowerType {
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@Override
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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return Behaviour.SubTypePowerType(caster, target, power, powerAction, effect, modifierEntry, rank);
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}
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},
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SubTypeSkill {
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@Override
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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return Behaviour.SubTypeSkill(caster, target, power, powerAction, effect, modifierEntry, rank);
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}
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},
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FPSubTypeDmg {
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@Override
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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return Behaviour.FPSubTypeDmg(caster, target, power, powerAction, effect, modifierEntry, rank);
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}
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},
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DD {
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@Override
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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return Behaviour.DD(caster, target, power, powerAction, effect, modifierEntry, rank);
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}
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},
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String {
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@Override
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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return Behaviour.StringBehaviour(caster, target, power, powerAction, effect, modifierEntry, rank);
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}
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},
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SubTypeMod {
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@Override
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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return Behaviour.SubTypeMod(caster, target, power, powerAction, effect, modifierEntry, rank);
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}
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},
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SubTypePower {
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@Override
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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return Behaviour.SubTypePower(caster, target, power, powerAction, effect, modifierEntry, rank);
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}
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},
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SubTypeDmg {
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@Override
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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return Behaviour.SubTypeDmg(caster, target, power, powerAction, effect, modifierEntry, rank);
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}
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},
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FPSubTypeSkill {
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@Override
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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return Behaviour.FPSubTypeSkill(caster, target, power, powerAction, effect, modifierEntry, rank);
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}
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},
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FPSubTypeMonster {
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@Override
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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return Behaviour.FPSubTypeMonster(caster, target, power, powerAction, effect, modifierEntry, rank);
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}
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},
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ProcInfo {
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@Override
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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return Behaviour.ProcInfo(caster, target, power, powerAction, effect, modifierEntry, rank);
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}
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};
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public abstract Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank);
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank);
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}
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public enum MovementState {
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