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@@ -12032,7 +12032,10 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
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case SC_FEINTBOMB: {
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case SC_FEINTBOMB: {
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struct skill_unit_group *group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
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struct skill_unit_group *group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
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- map_foreachinrange(skill_mob_releasetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster.
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+ if( group != NULL && group->unit != NULL ) {
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+ // Release all targets against the caster.
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+ map_foreachinrange(skill_mob_releasetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl);
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+ }
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skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
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skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
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clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
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clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
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}
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}
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