refactor: change skill updating
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@@ -25,6 +25,17 @@ namespace Interlude
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virtual ~SkillFactory() = default;
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std::shared_ptr<Entities::Skill> Create(const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
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{
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return std::make_shared<Entities::Skill>(BuildSkillData(skillId, level, isActive));
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}
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void Update(std::shared_ptr<Entities::Skill>& skill, const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
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{
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skill->Update(BuildSkillData(skillId, level, isActive));
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}
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private:
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const Entities::Skill::Data BuildSkillData(const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
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{
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const auto data = m_L2GameData.GetMSData(skillId, level);
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@@ -34,7 +45,7 @@ namespace Interlude
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const auto description = data && data->description ? data->description : L"";
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const auto iconEntry = data ? m_FName.GetEntry(data->iconNameIndex) : nullptr;
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return std::make_shared<Entities::Skill>(
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return {
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skillId,
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static_cast<uint8_t>(level),
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isActive != 1,
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@@ -43,10 +54,7 @@ namespace Interlude
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std::wstring(name),
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std::wstring(description),
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iconEntry ? std::wstring(iconEntry->value) : L"",
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false,
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false,
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false
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);
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};
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}
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private:
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