* Follow up to 55e4df1. * Added an extra check to make sure block list is not null on skill use. Thanks to @Vomaito, @keitenai, @spinzaku, @Playtester, and @Tokeiburu!
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@ -2093,7 +2093,7 @@ bool status_check_skilluse(struct block_list *src, struct block_list *target, ui
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switch( target->type ) {
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switch( target->type ) {
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case BL_PC: {
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case BL_PC: {
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struct map_session_data *tsd = (TBL_PC*)target;
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struct map_session_data *tsd = (TBL_PC*)target;
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bool is_boss = (status_get_class_(src) == CLASS_BOSS);
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bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
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bool is_detect = status_has_mode(status,MD_DETECTOR);
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bool is_detect = status_has_mode(status,MD_DETECTOR);
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if (pc_isinvisible(tsd))
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if (pc_isinvisible(tsd))
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