public static void HandleAbnormalityBegin(S_ABNORMALITY_BEGIN p) { AbnormalityManager.BeginAbnormality(p.AbnormalityId, p.TargetId, p.Duration, p.Stacks); if (!SettingsManager.ClassWindowSettings.Enabled) { return; } switch (SessionManager.CurrentPlayer.Class) { case Class.Elementalist: Mystic.CheckHurricane(p); Mystic.CheckAura(p); break; case Class.Warrior: Warrior.CheckBuff(p); break; case Class.Glaiver: Valkyrie.CheckRagnarok(p); break; case Class.Archer: Archer.CheckFocus(p); Archer.CheckFocusX(p); Archer.CheckSniperEye(p); break; case Class.Lancer: Lancer.CheckArush(p); Lancer.CheckGshout(p); Lancer.CheckLineHeld(p); break; case Class.Priest: Priest.CheckBuff(p); break; case Class.Fighter: Brawler.CheckBrawlerAbnormal(p); break; case Class.Assassin: Ninja.CheckFocus(p); break; case Class.Sorcerer: Sorcerer.CheckBuff(p); break; case Class.Soulless: Reaper.CheckBuff(p); break; case Class.Slayer: Slayer.CheckBuff(p); break; case Class.Berserker: Berserker.CheckBuff(p); break; } }