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@@ -760,7 +760,7 @@ int32 skill_calc_heal(struct block_list *src, struct block_list *target, uint16
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}
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#ifdef RENEWAL
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- hp = (int)(hp * global_bonus);
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+ hp = (int32)(hp * global_bonus);
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// Final heal increased by HPlus.
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// Is this the right place for this??? [Rytech]
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@@ -2611,7 +2611,7 @@ int32 skill_counter_additional_effect (struct block_list* src, struct block_list
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map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) { //SG_MIRACLE [Komurka]
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// 0.005% chance per sg_miracle_skill_ratio
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// Chance is further reduced if agi is above 46
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- if (rnd_chance(battle_config.sg_miracle_skill_ratio, 20000) && rnd_chance(46, (int)sd->battle_status.agi))
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+ if (rnd_chance(battle_config.sg_miracle_skill_ratio, 20000) && rnd_chance(46, (int32)sd->battle_status.agi))
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sc_start(src, src, SC_MIRACLE, 100, 1, battle_config.sg_miracle_skill_duration);
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}
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@@ -3693,7 +3693,7 @@ int64 skill_attack (int32 attack_type, struct block_list* src, struct block_list
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if ((dmg.flag & BF_MAGIC) && tsc && tsc->getSCE(SC_MAXPAIN)) {
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auto * sce = tsc->getSCE(SC_MAXPAIN);
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- sce->val3 = (int)damage;
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+ sce->val3 = (int32)damage;
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sce->val2 = 0;
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if (!tsc->getSCE(SC_KYOMU)) //SC_KYOMU invalidates reflecting ability.
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skill_castend_damage_id(bl, src, NPC_MAXPAIN_ATK, sce->val1, tick, flag);
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@@ -4134,7 +4134,7 @@ int64 skill_attack (int32 attack_type, struct block_list* src, struct block_list
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* Checking bl battle flag and display damage
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* then call func with source,target,skill_id,skill_lv,tick,flag
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*------------------------------------------*/
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-typedef int32 (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
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+typedef int32 (*SkillFunc)(struct block_list *, struct block_list *, int32, int32, t_tick, int32);
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int32 skill_area_sub(struct block_list *bl, va_list ap)
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{
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struct block_list *src;
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@@ -4146,10 +4146,10 @@ int32 skill_area_sub(struct block_list *bl, va_list ap)
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nullpo_ret(bl);
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src = va_arg(ap,struct block_list *);
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- skill_id = va_arg(ap,int);
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- skill_lv = va_arg(ap,int);
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+ skill_id = va_arg(ap,int32);
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+ skill_lv = va_arg(ap,int32);
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tick = va_arg(ap,t_tick);
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- flag = va_arg(ap,int);
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+ flag = va_arg(ap,int32);
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func = va_arg(ap,SkillFunc);
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if (flag&BCT_WOS && src == bl)
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@@ -4181,7 +4181,7 @@ static int32 skill_check_unit_range_sub(struct block_list *bl, va_list ap)
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if(!unit->alive)
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return 0;
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- skill_id = va_arg(ap,int);
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+ skill_id = va_arg(ap,int32);
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g_skill_id = unit->group->skill_id;
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switch (skill_id) {
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@@ -4261,7 +4261,7 @@ static int32 skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
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if(bl->prev == nullptr)
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return 0;
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- skill_id = va_arg(ap,int);
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+ skill_id = va_arg(ap,int32);
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if( status_isdead(*bl) && skill_id != AL_WARP )
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return 0;
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@@ -5754,7 +5754,7 @@ int32 skill_castend_damage_id (struct block_list* src, struct block_list *bl, ui
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if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
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break;
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- heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
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+ heal = (int32)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
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switch (skill_id) {
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case NPC_VAMPIRE_GIFT:
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@@ -6337,7 +6337,7 @@ int32 skill_castend_damage_id (struct block_list* src, struct block_list *bl, ui
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case NPC_BLOODDRAIN:
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case NPC_ENERGYDRAIN:
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{
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- int32 heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
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+ int32 heal = (int32)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
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src, src, bl, skill_id, skill_lv, tick, flag);
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if (heal > 0){
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clif_skill_nodamage(nullptr, *src, AL_HEAL, heal);
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@@ -6447,7 +6447,7 @@ int32 skill_castend_damage_id (struct block_list* src, struct block_list *bl, ui
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case WL_DRAINLIFE:
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{
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- int32 heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
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+ int32 heal = (int32)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
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int32 rate = 70 + 5 * skill_lv;
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heal = heal * (5 + 5 * skill_lv) / 100;
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@@ -7173,10 +7173,10 @@ int32 skill_castend_damage_id (struct block_list* src, struct block_list *bl, ui
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*/
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static int32 skill_apply_songs(struct block_list* target, va_list ap)
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{
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- int32 flag = va_arg(ap, int);
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+ int32 flag = va_arg(ap, int32);
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struct block_list* src = va_arg(ap, struct block_list*);
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- uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
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- uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
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+ uint16 skill_id = static_cast<uint16>(va_arg(ap, int32));
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+ uint16 skill_lv = static_cast<uint16>(va_arg(ap, int32));
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t_tick tick = va_arg(ap, t_tick);
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if (flag & BCT_WOS && src == target)
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@@ -13464,7 +13464,7 @@ TIMER_FUNC(skill_castend_id){
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// When monsters used a skill they won't walk for amotion, this does not apply to players
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// This is also important for monster skill usage behavior
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if (src->type == BL_MOB)
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- unit_set_walkdelay(src, tick, max((int)status_get_amotion(src), skill_get_walkdelay(ud->skill_id, ud->skill_lv)), 1);
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+ unit_set_walkdelay(src, tick, max((int32)status_get_amotion(src), skill_get_walkdelay(ud->skill_id, ud->skill_lv)), 1);
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else
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unit_set_walkdelay(src, tick, battle_config.default_walk_delay + skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
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}
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@@ -13678,7 +13678,7 @@ TIMER_FUNC(skill_castend_pos){
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// When monsters used a skill they won't walk for amotion, this does not apply to players
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// This is also important for monster skill usage behavior
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if (src->type == BL_MOB)
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- unit_set_walkdelay(src, tick, max((int)status_get_amotion(src), skill_get_walkdelay(ud->skill_id, ud->skill_lv)), 1);
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+ unit_set_walkdelay(src, tick, max((int32)status_get_amotion(src), skill_get_walkdelay(ud->skill_id, ud->skill_lv)), 1);
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else
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unit_set_walkdelay(src, tick, battle_config.default_walk_delay + skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
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map_freeblock_lock();
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@@ -14466,7 +14466,7 @@ int32 skill_castend_pos2(struct block_list* src, int32 x, int32 y, uint16 skill_
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switch (skill_lv) {
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case 1: {
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// TODO:
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- int32 duration = (int)(unit_group->limit - DIFF_TICK(tick, unit_group->tick));
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+ int32 duration = (int32)(unit_group->limit - DIFF_TICK(tick, unit_group->tick));
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skill_delunit(su);
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skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
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@@ -14918,7 +14918,7 @@ static int32 skill_dance_overlap_sub(struct block_list* bl, va_list ap)
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{
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struct skill_unit* target = (struct skill_unit*)bl;
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struct skill_unit* src = va_arg(ap, struct skill_unit*);
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- int32 flag = va_arg(ap, int);
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+ int32 flag = va_arg(ap, int32);
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if (src == target)
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return 0;
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@@ -16134,7 +16134,7 @@ int32 skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t
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skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
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break;
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case NPC_WIDESUCK: {
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- int32 heal = (int)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
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+ int32 heal = (int32)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
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if (heal > 0) {
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clif_skill_nodamage(ss,*bl,sg->skill_id,sg->skill_lv);
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@@ -17087,7 +17087,7 @@ int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
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case UNT_WALLOFTHORN:
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case UNT_REVERBERATION:
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case UNT_NETHERWORLD:
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- unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
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+ unit->val1 -= (int32)cap_value(damage,INT_MIN,INT_MAX);
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break;
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default:
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damage = 0;
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@@ -17120,7 +17120,7 @@ int32 skill_check_condition_char_sub (struct block_list *bl, va_list ap)
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c=va_arg(ap,int32 *);
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p_sd = va_arg(ap, int32 *);
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- skill_id = va_arg(ap,int);
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+ skill_id = va_arg(ap,int32);
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bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
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@@ -17285,9 +17285,9 @@ static int32 skill_check_condition_mob_master_sub(struct block_list *bl, va_list
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struct mob_data *md;
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md=(struct mob_data*)bl;
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- src_id=va_arg(ap,int);
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- mob_class=va_arg(ap,int);
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- skill=va_arg(ap,int);
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+ src_id=va_arg(ap,int32);
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+ mob_class=va_arg(ap,int32);
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+ skill=va_arg(ap,int32);
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c=va_arg(ap,int32 *);
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switch (skill) {
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@@ -17414,7 +17414,7 @@ int32 skill_check_bl_sc(struct block_list *target, va_list ap) {
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nullpo_ret(target);
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- int32 sc_id = va_arg(ap,int);
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+ int32 sc_id = va_arg(ap,int32);
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status_change *sc = status_get_sc(target);
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@@ -19305,10 +19305,10 @@ int32 skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
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if (battle_config.cast_rate != 100)
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time = time * battle_config.cast_rate / 100;
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// return final cast time
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- time = max((int)time, 0);
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+ time = max((int32)time, 0);
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//ShowInfo("Castime castfix = %f\n",time);
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- return (int)time;
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+ return (int32)time;
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}
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#ifndef RENEWAL_CAST
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@@ -19324,7 +19324,7 @@ int32 skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
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return 0;
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if (bl->type == BL_MOB || bl->type == BL_NPC)
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- return (int)time;
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+ return (int32)time;
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status_change *sc = status_get_sc(bl);
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@@ -19348,7 +19348,7 @@ int32 skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
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time = std::max(time, 0.0);
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//ShowInfo("Castime castfix_sc = %f\n",time);
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- return (int)time;
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+ return (int32)time;
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}
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#else
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/**
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@@ -19374,7 +19374,7 @@ int32 skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint1
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return 0;
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if (bl->type == BL_MOB || bl->type == BL_NPC)
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- return (int)time;
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+ return (int32)time;
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status_change *sc = status_get_sc(bl);
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map_session_data *sd = BL_CAST(BL_PC, bl);
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@@ -19383,7 +19383,7 @@ int32 skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint1
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if (fixed < 0) {
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if (battle_config.default_fixed_castrate > 0) {
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- fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
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+ fixed = (int32)time * battle_config.default_fixed_castrate / 100; // fixed time
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time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
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} else
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fixed = 0;
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@@ -19489,9 +19489,9 @@ int32 skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint1
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time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
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time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
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- time = max((int)time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
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+ time = max((int32)time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
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- return (int)time;
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+ return (int32)time;
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}
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#endif
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@@ -19606,7 +19606,7 @@ int32 skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
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//ShowInfo("Delay delayfix = %f\n",time);
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- return max((int)time,0);
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+ return max((int32)time,0);
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}
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@@ -19758,7 +19758,7 @@ void skill_weaponrefine( map_session_data& sd, int32 idx ){
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if( sd.class_&JOBL_THIRD )
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per += 10;
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else
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- per += (((signed int)sd.status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
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+ per += (((int32)sd.status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
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pc_delitem(&sd, i, 1, 0, 0, LOG_TYPE_OTHER);
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if (per > rnd() % 100) {
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@@ -19782,7 +19782,7 @@ void skill_weaponrefine( map_session_data& sd, int32 idx ){
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clif_misceffect( sd.bl, NOTIFYEFFECT_REFINE_SUCCESS );
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if(item->refine == 10 &&
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item->card[0] == CARD0_FORGE &&
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- (int)MakeDWord(item->card[2],item->card[3]) == sd.status.char_id)
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+ (int32)MakeDWord(item->card[2],item->card[3]) == sd.status.char_id)
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{ // Fame point system [DracoRPG]
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switch(ditem->weapon_level){
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case 1:
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@@ -19870,7 +19870,7 @@ int32 skill_autospell(map_session_data *sd, uint16 skill_id)
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static int32 skill_sit_count(struct block_list *bl, va_list ap)
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{
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map_session_data *sd = (map_session_data*)bl;
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- int32 flag = va_arg(ap, int);
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+ int32 flag = va_arg(ap, int32);
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if (!pc_issit(sd))
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return 0;
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@@ -19893,7 +19893,7 @@ static int32 skill_sit_count(struct block_list *bl, va_list ap)
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static int32 skill_sit_in(struct block_list *bl, va_list ap)
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{
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map_session_data *sd = (map_session_data*)bl;
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- int32 flag = va_arg(ap, int);
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+ int32 flag = va_arg(ap, int32);
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if (!pc_issit(sd))
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return 0;
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@@ -19919,7 +19919,7 @@ static int32 skill_sit_in(struct block_list *bl, va_list ap)
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static int32 skill_sit_out(struct block_list *bl, va_list ap)
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{
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map_session_data *sd = (map_session_data*)bl;
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- int32 flag = va_arg(ap, int), range = va_arg(ap, int);
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+ int32 flag = va_arg(ap, int32), range = va_arg(ap, int32);
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if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
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return 0;
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@@ -19988,8 +19988,8 @@ int32 skill_frostjoke_scream(struct block_list *bl, va_list ap)
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nullpo_ret(bl);
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nullpo_ret(src = va_arg(ap,struct block_list*));
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- skill_id = va_arg(ap,int);
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- skill_lv = va_arg(ap,int);
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+ skill_id = va_arg(ap,int32);
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+ skill_lv = va_arg(ap,int32);
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if(!skill_lv)
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return 0;
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tick = va_arg(ap,t_tick);
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@@ -20043,17 +20043,17 @@ int32 skill_attack_area(struct block_list *bl, va_list ap)
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if(status_isdead(*bl))
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return 0;
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- atk_type = va_arg(ap,int);
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+ atk_type = va_arg(ap,int32);
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src = va_arg(ap,struct block_list*);
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dsrc = va_arg(ap,struct block_list*);
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- skill_id = va_arg(ap,int);
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- skill_lv = va_arg(ap,int);
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+ skill_id = va_arg(ap,int32);
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+ skill_lv = va_arg(ap,int32);
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tick = va_arg(ap,t_tick);
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- flag = va_arg(ap,int);
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- type = va_arg(ap,int);
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+ flag = va_arg(ap,int32);
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+ type = va_arg(ap,int32);
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if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
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- return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
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+ return (int32)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
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}
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if(battle_check_target(dsrc,bl,type) <= 0 ||
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@@ -20073,10 +20073,10 @@ int32 skill_attack_area(struct block_list *bl, va_list ap)
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case NPC_ICEBREATH:
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case NPC_ICEBREATH2:
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case NPC_THUNDERBREATH:
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- return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
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+ return (int32)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
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default:
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//Area-splash, disable skill animation.
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- return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
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+ return (int32)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
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}
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}
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@@ -20180,7 +20180,7 @@ std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list
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int32 skill_graffitiremover(struct block_list *bl, va_list ap)
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{
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struct skill_unit *unit = nullptr;
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- int32 remove = va_arg(ap, int);
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+ int32 remove = va_arg(ap, int32);
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nullpo_retr(0, bl);
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@@ -20314,7 +20314,7 @@ static int32 skill_cell_overlap(struct block_list *bl, va_list ap)
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int32 *alive;
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struct skill_unit *unit;
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- skill_id = va_arg(ap,int);
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+ skill_id = va_arg(ap,int32);
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alive = va_arg(ap,int32 *);
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unit = (struct skill_unit *)bl;
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@@ -20580,8 +20580,8 @@ int32 skill_maelstrom_suction(struct block_list *bl, va_list ap)
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nullpo_ret(bl);
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- skill_id = va_arg(ap,int);
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- skill_lv = va_arg(ap,int);
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+ skill_id = va_arg(ap,int32);
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+ skill_lv = va_arg(ap,int32);
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unit = (struct skill_unit *)bl;
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if( unit == nullptr || unit->group == nullptr )
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@@ -20939,7 +20939,7 @@ int32 skill_delunit(struct skill_unit* unit)
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}
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-static std::unordered_map<int, std::shared_ptr<s_skill_unit_group>> skillunit_group_db; /// Skill unit group DB. Key int32 group_id -> struct s_skill_unit_group*
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+static std::unordered_map<int32, std::shared_ptr<s_skill_unit_group>> skillunit_group_db; /// Skill unit group DB. Key int32 group_id -> struct s_skill_unit_group*
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/// Returns the target s_skill_unit_group or nullptr if not found.
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std::shared_ptr<s_skill_unit_group> skill_id2group(int32 group_id) {
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@@ -21600,7 +21600,7 @@ int32 skill_unit_move_sub(struct block_list* bl, va_list ap)
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struct skill_unit* unit = (struct skill_unit *)bl;
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struct block_list* target = va_arg(ap,struct block_list*);
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t_tick tick = va_arg(ap,t_tick);
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- int32 flag = va_arg(ap,int);
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+ int32 flag = va_arg(ap,int32);
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bool dissonance;
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uint16 skill_id;
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@@ -21770,7 +21770,7 @@ void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16
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if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
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return; //Ensembles may not be moved around.
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- m_flag = (int32 *) aCalloc(group->unit_count, sizeof(int));
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+ m_flag = (int32 *) aCalloc(group->unit_count, sizeof(int32));
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// m_flag
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// 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
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// 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
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@@ -23021,7 +23021,7 @@ int32 skill_blockpc_get(map_session_data *sd, int32 skillid) {
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TIMER_FUNC(skill_blockpc_end){
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map_session_data *sd = map_id2sd(id);
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- int32 i = (int)data;
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+ int32 i = (int32)data;
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if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
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return 0;
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