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@@ -3279,7 +3279,6 @@ int64 skill_attack (int attack_type, struct block_list* src, struct block_list *
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case WM_REVERBERATION_MAGIC:
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case WM_REVERBERATION_MAGIC:
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dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
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dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
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break;
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break;
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- case WZ_SIGHTBLASTER:
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case HT_CLAYMORETRAP:
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case HT_CLAYMORETRAP:
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case HT_BLASTMINE:
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case HT_BLASTMINE:
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case HT_FLASHER:
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case HT_FLASHER:
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@@ -3290,9 +3289,14 @@ int64 skill_attack (int attack_type, struct block_list* src, struct block_list *
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dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, 5);
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dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, 5);
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if( dsrc != src ) // avoid damage display redundancy
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if( dsrc != src ) // avoid damage display redundancy
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break;
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break;
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+ //Fall through
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case HT_LANDMINE:
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case HT_LANDMINE:
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dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
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dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
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break;
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break;
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+ case WZ_SIGHTBLASTER:
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+ //Sightblaster should never call clif_skill_damage twice
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+ dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, 5);
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+ break;
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case RL_R_TRIP_PLUSATK:
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case RL_R_TRIP_PLUSATK:
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case RL_BANISHING_BUSTER:
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case RL_BANISHING_BUSTER:
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case RL_S_STORM:
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case RL_S_STORM:
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