* Added script command pushpc, which is required by newer scripts.
- Moved knockback-part of skill_blown into unit_blown, to allow unconditional knockback required by pushpc without copy-pasting code. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@14492 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -1,5 +1,8 @@
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Date Added
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2010/11/23
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* Added script command pushpc, which is required by newer scripts. [Ai4rei]
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- Moved knockback-part of skill_blown into unit_blown, to allow unconditional knockback required by pushpc without copy-pasting code.
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2010/11/22
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* mail_deliveryfail no longer attempts to log (since r12910) and give items (since r11855), when there is no item attached to the mail (bugreport:3239). [Ai4rei]
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* Fixed a crash when shutting down char-server (TXT only), after it failed to load storage save data (since r1275). [Ai4rei]
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@ -1842,3 +1842,12 @@ VAR_HEADPALETTE 6
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VAR_BODYPALETTE 7
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VAR_SHIELD 8
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VAR_SHOES 9
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DIR_NORTH 0
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DIR_NORTHWEST 1
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DIR_WEST 2
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DIR_SOUTHWEST 3
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DIR_SOUTH 4
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DIR_SOUTHEAST 5
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DIR_EAST 6
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DIR_NORTHEAST 7
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@ -135,6 +135,8 @@
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//= 3.28.20091119
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//= Added showevent and searchitem commands [Skotlex]
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//= Added info on strcharinfo(3) [Skotlex]
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//= 3.29.20101123
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//= Added 'pushpc' command. [Ai4rei]
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//=========================================================
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This document is a reference manual for all the scripting commands and functions
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@ -3869,6 +3871,22 @@ example, there is a Stylist script inside the default eAthena installation that
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you can look at, this may help you create a Stylist of your own:
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'custom\dye.txt'
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---------------------------------------
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*pushpc <direction>,<cells>;
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This command will push the currently attached player to given direction by given
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amount of square cells. Direction is the same as used when declaring npcs, and
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can be specified by using one of the DIR_* constants (db/const.txt).
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The knock-back is not restricted by items or map flags, only obstacles are taken
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into account. If there is not enough space to perform the push (e.g. due to a
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wall), the character is pushed only up to the obstacle.
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// pushes the character 5 cells in 3 o'clock direction from it's
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// current position.
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pushpc DIR_EAST, 5;
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---------------------------------------
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\\
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4,1.- Item-related commands
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@ -14380,6 +14380,44 @@ BUILDIN_FUNC(progressbar)
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return 0;
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}
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BUILDIN_FUNC(pushpc)
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{
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int direction, cells, dx, dy;
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struct map_session_data* sd;
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if((sd = script_rid2sd(st))==NULL)
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{
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return 0;
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}
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direction = script_getnum(st,2);
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cells = script_getnum(st,3);
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if(direction<0 || direction>7)
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{
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ShowWarning("buildin_pushpc: Invalid direction %d specified.\n", direction);
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script_reportsrc(st);
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direction%= 8; // trim spin-over
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}
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if(!cells)
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{// zero distance
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return 0;
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}
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else if(cells<0)
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{// pushing backwards
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direction = (direction+4)%8; // turn around
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cells = -cells;
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}
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dx = dirx[direction];
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dy = diry[direction];
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unit_blown(&sd->bl, dx, dy, cells, 0);
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return 0;
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}
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// declarations that were supposed to be exported from npc_chat.c
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#ifdef PCRE_SUPPORT
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BUILDIN_FUNC(defpattern);
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@ -14739,6 +14777,7 @@ struct script_function buildin_func[] = {
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BUILDIN_DEF(setfont,"i"),
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BUILDIN_DEF(areamobuseskill,"siiiiviiiii"),
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BUILDIN_DEF(progressbar, "si"),
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BUILDIN_DEF(pushpc,"ii"),
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// WoE SE
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BUILDIN_DEF(agitstart2,""),
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BUILDIN_DEF(agitend2,""),
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@ -1467,8 +1467,7 @@ int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int
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-------------------------------------------------------------------------*/
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int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
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{
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int dx = 0, dy = 0, nx, ny;
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int ret;
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int dx = 0, dy = 0;
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struct skill_unit* su = NULL;
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nullpo_ret(src);
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@ -1514,43 +1513,7 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in
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dy = -diry[direction];
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}
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ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
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nx = ret>>16;
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ny = ret&0xffff;
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if (!su)
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unit_stop_walking(target,0);
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dx = nx - target->x;
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dy = ny - target->y;
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if (!dx && !dy) //Could not knockback.
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return 0;
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map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
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if(su)
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skill_unit_move_unit_group(su->group,target->m,dx,dy);
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else
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map_moveblock(target, nx, ny, gettick());
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map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
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if(!(flag&0x1))
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clif_blown(target);
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if( target->type == BL_PC )
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{
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TBL_PC *sd = (TBL_PC*)target;
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if( sd->touching_id )
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npc_touchnext_areanpc(sd,false);
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if( map_getcell(target->m,target->x,target->y,CELL_CHKNPC) )
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npc_touch_areanpc(sd,target->m,target->x,target->y);
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else
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sd->areanpc_id=0;
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}
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return count; //Return amount of knocked back cells.
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return unit_blown(target, dx, dy, count, flag&0x1);
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}
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@ -566,6 +566,54 @@ uint8 unit_getdir(struct block_list *bl)
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return ud->dir;
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}
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// Pushes a unit by given amount of cells into given direction. Only
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// map cell restrictions are respected.
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// flag:
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// &1 Do not send position update packets.
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int unit_blown(struct block_list* bl, int dx, int dy, int count, int flag)
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{
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int nx, ny, ret;
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struct skill_unit* su = BL_CAST(BL_SKILL, bl);
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ret=path_blownpos(bl->m,bl->x,bl->y,dx,dy,count);
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nx = ret>>16;
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ny = ret&0xffff;
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if (!su)
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unit_stop_walking(bl,0);
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dx = nx - bl->x;
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dy = ny - bl->y;
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if (!dx && !dy) //Could not knockback.
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return 0;
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map_foreachinmovearea(clif_outsight, bl, AREA_SIZE, dx, dy, bl->type == BL_PC ? BL_ALL : BL_PC, bl);
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if(su)
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skill_unit_move_unit_group(su->group,bl->m,dx,dy);
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else
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map_moveblock(bl, nx, ny, gettick());
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map_foreachinmovearea(clif_insight, bl, AREA_SIZE, -dx, -dy, bl->type == BL_PC ? BL_ALL : BL_PC, bl);
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if(!(flag&0x1))
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clif_blown(bl);
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if( bl->type == BL_PC )
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{
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TBL_PC *sd = (TBL_PC*)bl;
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if( sd->touching_id )
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npc_touchnext_areanpc(sd,false);
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if( map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC) )
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npc_touch_areanpc(sd,bl->m,bl->x,bl->y);
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else
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sd->areanpc_id=0;
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}
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return count; //Return amount of knocked back cells.
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}
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//Warps a unit/ud to a given map/position.
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//In the case of players, pc_setpos is used.
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//it respects the no warp flags, so it is safe to call this without doing nowarpto/nowarp checks.
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int unit_warp(struct block_list *bl, short map, short x, short y, int type);
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int unit_setdir(struct block_list *bl,unsigned char dir);
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uint8 unit_getdir(struct block_list *bl);
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int unit_blown(struct block_list* bl, int dx, int dy, int count, int flag);
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// そこまで歩行でたどり着けるかの判定
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bool unit_can_reach_pos(struct block_list *bl,int x,int y,int easy);
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