Corrected Reverberation behavior (#2758)
* Fixes #2757. * Reverberation will no longer trigger the cast animation on the caster when a target walks into it. Thanks to @MrAntares!
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@ -3427,10 +3427,6 @@ int64 skill_attack (int attack_type, struct block_list* src, struct block_list *
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case WM_SEVERE_RAINSTORM_MELEE:
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dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
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break;
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case WM_REVERBERATION_MELEE:
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case WM_REVERBERATION_MAGIC:
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dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,DMG_SKILL);
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break;
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case SR_TIGERCANNON:
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dmg.dmotion = clif_skill_damage(src, bl, tick, status_get_amotion(bl), dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SKILL);
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break;
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@ -4151,7 +4147,7 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
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break;
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case WM_REVERBERATION_MELEE:
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case WM_REVERBERATION_MAGIC:
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skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
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skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
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break;
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case SC_FATALMENACE:
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unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
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