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@@ -418,10 +418,10 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
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if(skillid < 0) return 0;
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if(skillid < 0) return 0;
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if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
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if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
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- BL_CAST(BL_PC, src, sd);
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- BL_CAST(BL_MOB, src, md);
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- BL_CAST(BL_PC, bl, dstsd);
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- BL_CAST(BL_MOB, bl, dstmd);
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+ sd = BL_CAST(BL_PC, src);
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+ md = BL_CAST(BL_MOB, src);
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+ dstsd = BL_CAST(BL_PC, bl);
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+ dstmd = BL_CAST(BL_MOB, bl);
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sc = status_get_sc(src);
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sc = status_get_sc(src);
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tsc = status_get_sc(bl);
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tsc = status_get_sc(bl);
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@@ -952,8 +952,8 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
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if (tsc && !tsc->count)
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if (tsc && !tsc->count)
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tsc = NULL;
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tsc = NULL;
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- BL_CAST(BL_PC, src, sd);
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- BL_CAST(BL_PC, bl, dstsd);
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+ sd = BL_CAST(BL_PC, src);
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+ dstsd = BL_CAST(BL_PC, bl);
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switch(skillid){
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switch(skillid){
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case 0: //Normal Attack
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case 0: //Normal Attack
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@@ -1106,7 +1106,7 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in
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struct status_change *sc = status_get_sc(bl);
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struct status_change *sc = status_get_sc(bl);
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int i,j;
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int i,j;
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TBL_PC *sd;
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TBL_PC *sd;
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- BL_CAST(BL_PC, bl, sd);
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+ sd = BL_CAST(BL_PC, bl);
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if (sc && !sc->count)
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if (sc && !sc->count)
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sc = NULL;
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sc = NULL;
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@@ -1293,7 +1293,7 @@ static int skill_magic_reflect(struct block_list *bl, int type)
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{
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{
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struct status_change *sc = status_get_sc(bl);
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struct status_change *sc = status_get_sc(bl);
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struct map_session_data *sd;
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struct map_session_data *sd;
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- BL_CAST(BL_PC, bl, sd);
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+ sd = BL_CAST(BL_PC, bl);
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if(sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return)
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if(sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return)
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return 1;
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return 1;
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@@ -1353,8 +1353,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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return 0;
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return 0;
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}
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}
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- BL_CAST(BL_PC, src, sd);
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- BL_CAST(BL_PC, bl, tsd);
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+ sd = BL_CAST(BL_PC, src);
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+ tsd = BL_CAST(BL_PC, bl);
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sstatus = status_get_status_data(src);
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sstatus = status_get_status_data(src);
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tstatus = status_get_status_data(bl);
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tstatus = status_get_status_data(bl);
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@@ -1396,8 +1396,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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struct block_list *tbl = bl;
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struct block_list *tbl = bl;
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bl = src;
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bl = src;
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src = tbl;
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src = tbl;
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- BL_CAST(BL_PC, src, sd);
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- BL_CAST(BL_PC, bl, tsd);
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+ sd = BL_CAST(BL_PC, src);
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+ tsd = BL_CAST(BL_PC, bl);
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sc = status_get_sc(bl);
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sc = status_get_sc(bl);
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if (sc && !sc->count)
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if (sc && !sc->count)
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sc = NULL; //Don't need it.
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sc = NULL; //Don't need it.
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@@ -2169,8 +2169,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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if (bl->prev == NULL)
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if (bl->prev == NULL)
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return 1;
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return 1;
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- BL_CAST(BL_PC, src, sd);
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- BL_CAST(BL_PC, bl, tsd);
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+ sd = BL_CAST(BL_PC, src);
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+ tsd = BL_CAST(BL_PC, bl);
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if (status_isdead(bl))
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if (status_isdead(bl))
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return 1;
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return 1;
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@@ -2807,12 +2807,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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if (src->m != bl->m)
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if (src->m != bl->m)
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return 1;
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return 1;
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- BL_CAST(BL_PC, src, sd);
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- BL_CAST(BL_HOM, src, hd);
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- BL_CAST(BL_MOB, src, md);
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+ sd = BL_CAST(BL_PC, src);
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+ hd = BL_CAST(BL_HOM, src);
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+ md = BL_CAST(BL_MOB, src);
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- BL_CAST(BL_PC, bl, dstsd);
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- BL_CAST(BL_MOB, bl, dstmd);
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+ dstsd = BL_CAST(BL_PC, bl);
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+ dstmd = BL_CAST(BL_MOB, bl);
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if(bl->prev == NULL)
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if(bl->prev == NULL)
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return 1;
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return 1;
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@@ -4562,7 +4562,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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{
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{
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struct skill_unit* su;
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struct skill_unit* su;
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struct skill_unit_group* sg;
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struct skill_unit_group* sg;
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- BL_CAST(BL_SKILL, bl, su);
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+ su = BL_CAST(BL_SKILL, bl);
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if( (su)
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if( (su)
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&& (sg = su->group)
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&& (sg = su->group)
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@@ -5166,9 +5166,9 @@ int skill_castend_id (int tid, unsigned int tick, int id, int data)
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nullpo_retr(0, ud);
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nullpo_retr(0, ud);
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- BL_CAST( BL_PC, src, sd);
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- BL_CAST( BL_HOM, src, hd); //[orn]
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- BL_CAST( BL_MOB, src, md);
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+ sd = BL_CAST(BL_PC, src);
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+ hd = BL_CAST(BL_HOM, src);
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+ md = BL_CAST(BL_MOB, src);
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if( src->prev == NULL ) {
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if( src->prev == NULL ) {
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ud->skilltimer = -1;
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ud->skilltimer = -1;
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@@ -5391,9 +5391,9 @@ int skill_castend_pos (int tid, unsigned int tick, int id, int data)
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nullpo_retr(0, ud);
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nullpo_retr(0, ud);
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- BL_CAST( BL_PC , src, sd);
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- BL_CAST( BL_HOM, src, hd); //[orn]
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- BL_CAST( BL_MOB, src, md);
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+ sd = BL_CAST(BL_PC , src);
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+ hd = BL_CAST(BL_HOM, src);
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+ md = BL_CAST(BL_MOB, src);
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if( src->prev == NULL ) {
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if( src->prev == NULL ) {
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ud->skilltimer = -1;
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ud->skilltimer = -1;
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@@ -5518,7 +5518,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
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if(status_isdead(src))
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if(status_isdead(src))
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return 0;
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return 0;
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- BL_CAST(BL_PC, src, sd);
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+ sd = BL_CAST(BL_PC, src);
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sc = status_get_sc(src);
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sc = status_get_sc(src);
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type = SkillStatusChangeTable(skillid);
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type = SkillStatusChangeTable(skillid);
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@@ -6134,7 +6134,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
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unit_flag = skill_get_unit_flag(skillid);
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unit_flag = skill_get_unit_flag(skillid);
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layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
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layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
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- BL_CAST(BL_PC, src, sd);
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+ sd = BL_CAST(BL_PC, src);
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status = status_get_status_data(src);
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status = status_get_status_data(src);
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sc = status_get_sc(src); // for traps, firewall and fogwall - celest
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sc = status_get_sc(src); // for traps, firewall and fogwall - celest
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@@ -6650,8 +6650,8 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
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nullpo_retr(0, sg=src->group);
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nullpo_retr(0, sg=src->group);
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nullpo_retr(0, ss=map_id2bl(sg->src_id));
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nullpo_retr(0, ss=map_id2bl(sg->src_id));
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- BL_CAST(BL_PC, ss, sd);
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- BL_CAST(BL_PC, bl, tsd);
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+ sd = BL_CAST(BL_PC, ss);
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+ tsd = BL_CAST(BL_PC, bl);
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tsc = status_get_sc(bl);
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tsc = status_get_sc(bl);
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tstatus = status_get_status_data(bl);
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tstatus = status_get_status_data(bl);
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if (sg->state.magic_power) //For magic power.
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if (sg->state.magic_power) //For magic power.
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@@ -8194,7 +8194,7 @@ int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
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struct map_session_data *sd;
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struct map_session_data *sd;
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nullpo_retr(0, bl);
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nullpo_retr(0, bl);
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- BL_CAST(BL_PC, bl, sd);
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+ sd = BL_CAST(BL_PC, bl);
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// calculate base cast time (reduced by dex)
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// calculate base cast time (reduced by dex)
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if (!(skill_get_castnodex(skill_id, skill_lv)&1)) {
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if (!(skill_get_castnodex(skill_id, skill_lv)&1)) {
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