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≥ Mists



struct CombatConditionRec {
  uint32_t m_ID;
  uint32_t m_worldStateExpressionID;
  uint32_t m_selfConditionID;
  uint32_t m_targetConditionID;
  uint32_t m_friendConditionID[2];
  uint32_t m_friendConditionOp[2];
  uint32_t m_friendConditionCount[2];
  uint32_t m_friendConditionLogic; // 0: c0. 1: c0 && c1. 2: c0 || c1. 3: c1
  uint32_t m_enemyConditionID[2];
  uint32_t m_enemyConditionOp[2];
  uint32_t m_enemyConditionCount[2];
  uint32_t m_enemyConditionLogic; // see friendlogic