public static void HandleAbnormalityRefresh(S_ABNORMALITY_REFRESH p) { AbnormalityManager.BeginAbnormality(p.AbnormalityId, p.TargetId, p.Duration, p.Stacks); if (!SettingsManager.ClassWindowSettings.Enabled) { return; } switch (SessionManager.CurrentPlayer.Class) { case Class.Warrior: Warrior.CheckBuff(p); break; case Class.Archer: Archer.CheckFocus(p); Archer.CheckFocusX(p); Archer.CheckSniperEye(p); break; case Class.Lancer: Lancer.CheckLineHeld(p); break; case Class.Priest: Priest.CheckBuff(p); break; case Class.Mystic: Mystic.CheckBuff(p); break; case Class.Sorcerer: Sorcerer.CheckBuff(p); break; case Class.Reaper: Reaper.CheckBuff(p); break; case Class.Slayer: Slayer.CheckBuff(p); break; case Class.Berserker: Berserker.CheckBuff(p); break; case Class.Brawler: Brawler.CheckBrawlerAbnormal(p); break; } }
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.Mystic: Mystic.CheckHurricane(p); Mystic.CheckBuff(p); break; case Class.Warrior: Warrior.CheckBuff(p); break; case Class.Valkyrie: 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.Brawler: Brawler.CheckBrawlerAbnormal(p); break; case Class.Ninja: Ninja.CheckFocus(p); break; case Class.Sorcerer: Sorcerer.CheckBuff(p); break; case Class.Reaper: Reaper.CheckBuff(p); break; case Class.Slayer: Slayer.CheckBuff(p); break; case Class.Berserker: Berserker.CheckBuff(p); break; } }