- Small code cleanups. One should lower a bit function overhead when using mob_ai&32
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5967 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -1296,8 +1296,6 @@ int atcommand_where(
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}
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pl_sd = map_nick2sd(atcmd_player_name);
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pl_sd = map_nick2sd(atcmd_player_name);
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if (pl_sd == NULL)
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return -1;
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@ -1419,7 +1419,7 @@ static int mob_ai_sub_lazy(DBKey key,void * data,va_list app)
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nullpo_retr(0, md);
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nullpo_retr(0, app);
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if(md->bl.type!=BL_MOB)
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if(md->bl.type!=BL_MOB || md->bl.prev == NULL)
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return 0;
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ap = va_arg(app, va_list);
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@ -6557,7 +6557,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
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if (alive && battle_config.skill_wall_check) {
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//Check if there's a path between cell and center of casting.
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struct walkpath_data wpd;
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if (path_search2(&wpd,src->m,ux,uy,x,y,0x30001)==-1)
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if (path_search2(&wpd,src->m,ux,uy,x,y,0x1)==-1)
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alive = 0;
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}
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