void function ( ) { try { for ( AbilityEvent loc0 : attacks ) { if ( loc0 != null ) { loc0 . pulse ( ) ; } } } catch ( Throwable loc0 ) { loc0 . printStackTrace ( ) ; } }
updates the base attacks . concode_field_sep int OFF_HAND concode_elem_sep AbilityEvent[] events concode_elem_sep AbilityEvent[] attacks concode_elem_sep Entity lock concode_elem_sep int abilityDelay concode_elem_sep Entity victim concode_elem_sep int MAIN_HAND concode_elem_sep CombatMovement movement concode_elem_sep Entity entity concode_elem_sep int combatStance concode_field_sep void schedule concode_elem_sep boolean isCombatStance concode_elem_sep int getDefaultDelay concode_elem_sep void attack concode_elem_sep void checkOverride concode_elem_sep Entity getVictim concode_elem_sep void end concode_elem_sep void tick concode_elem_sep void useAbility concode_elem_sep void setDefaultAttacks concode_elem_sep void setDefaultAttack concode_elem_sep void updateCombatStance