- Implemented desperado as explained by Rockman-EXE.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6454 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -4,6 +4,9 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2006/05/02
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2006/05/02
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* Implemented desperado as explained by Rockman-EXE. The skill-effect is
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not showing up though, I'll need some logged packets to see what's missing.
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[Skotlex]
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* Removed the unit_can_move checks in skill cast-end, they should be
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* Removed the unit_can_move checks in skill cast-end, they should be
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performed in skill_check_require when the skill's state is move_enabled.
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performed in skill_check_require when the skill's state is move_enabled.
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[Skotlex]
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[Skotlex]
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@ -839,7 +839,7 @@
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//-- GS_RAPIDSHOWER
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//-- GS_RAPIDSHOWER
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515,0,1000,0,0,0
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515,0,1000,0,0,0
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//-- GS_DESPERADO
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//-- GS_DESPERADO
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516,0,1000,0,0,0
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516,0,1000,1000,1000,0
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//-- GS_GATLINGFEVER
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//-- GS_GATLINGFEVER
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517,0,1000,0,30000:45000:60000:75000:90000:105000:120000:135000:150000:160000,0
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517,0,1000,0,30000:45000:60000:75000:90000:105000:120000:135000:150000:160000,0
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//-- GS_DUST
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//-- GS_DUST
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@ -536,7 +536,7 @@
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513,-3,6,1,0,0,0,5,1,no,0,0,0,weapon,0 //GS_DISARM#Disarm#
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513,-3,6,1,0,0,0,5,1,no,0,0,0,weapon,0 //GS_DISARM#Disarm#
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514,3,6,1,0,0,0,5,1,no,0,0,0,weapon,0 //GS_PIERCINGSHOT#Piercing Shot#
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514,3,6,1,0,0,0,5,1,no,0,0,0,weapon,0 //GS_PIERCINGSHOT#Piercing Shot#
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515,3,8,1,0,0,0,10,5,no,0,0,0,weapon,0 //GS_RAPIDSHOWER#Rapid Shower#
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515,3,8,1,0,0,0,10,5,no,0,0,0,weapon,0 //GS_RAPIDSHOWER#Rapid Shower#
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516,-5,8,4,0,2,2,10,-10,no,0,0,0,weapon,0 //GS_DESPERADO#Desperado#
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516,-5,8,4,0,2,2,10,1,no,0,0,0,weapon,0 //GS_DESPERADO#Desperado#
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517,0,6,4,0,1,0,10,1,no,0,0,0,weapon,0 //GS_GATLINGFEVER#Gatling Fever#
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517,0,6,4,0,1,0,10,1,no,0,0,0,weapon,0 //GS_GATLINGFEVER#Gatling Fever#
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518,-3,6,1,0,0,0,10,1,no,0,0,0,weapon,0 //GS_DUST#Dust#
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518,-3,6,1,0,0,0,10,1,no,0,0,0,weapon,0 //GS_DUST#Dust#
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519,3,6,1,0,0,0,10,1,no,0,0,0,weapon,0 //GS_FULLBUSTER#Full Buster#
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519,3,6,1,0,0,0,10,1,no,0,0,0,weapon,0 //GS_FULLBUSTER#Full Buster#
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@ -86,7 +86,7 @@
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430,0x86, , 0, 1, 500,enemy, 0x000 //SG_STAR_WARM
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430,0x86, , 0, 1, 500,enemy, 0x000 //SG_STAR_WARM
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484,0xb8, , 2, 0,1000,enemy, 0x808 //HW_GRAVITATION
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484,0xb8, , 2, 0,1000,enemy, 0x808 //HW_GRAVITATION
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488,0xb9, , 3, 0, -1,all, 0x100 //CG_HERMODE
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488,0xb9, , 3, 0, -1,all, 0x100 //CG_HERMODE
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516,0xbc, , 0, 3,1000,enemy,0x000,GS_DESPERADO#デスペラード
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516,0xba, , 0, 3, 100,enemy,0x000,GS_DESPERADO#デスペラード
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521,0xbd, , 0, 1,1000,enemy,0x006,GS_GROUNDDRIFT#グラウンドドリフト
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521,0xbd, , 0, 1,1000,enemy,0x006,GS_GROUNDDRIFT#グラウンドドリフト
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535,0x86, , 0, 2,2000,enemy,0x008,NJ_KAENSIN#火炎陣#
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535,0x86, , 0, 2,2000,enemy,0x008,NJ_KAENSIN#火炎陣#
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536,0x86, , 0, 2, 300,enemy,0x008,NJ_BAKUENRYU#爆炎龍#
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536,0x86, , 0, 2, 300,enemy,0x008,NJ_BAKUENRYU#爆炎龍#
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@ -1932,7 +1932,6 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
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case SM_MAGNUM:
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case SM_MAGNUM:
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case AS_SPLASHER:
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case AS_SPLASHER:
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case ASC_METEORASSAULT:
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case ASC_METEORASSAULT:
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case GS_DESPERADO:
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case GS_SPREADATTACK:
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case GS_SPREADATTACK:
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dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
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dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
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break;
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break;
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@ -3205,8 +3204,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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case CR_GRANDCROSS:
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case CR_GRANDCROSS:
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case NPC_GRANDDARKNESS:
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case NPC_GRANDDARKNESS:
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//Until they're at right position - gs_ground- [Vicious]
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//Until they're at right position - gs_ground- [Vicious]
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case GS_DESPERADO:
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case NJ_KAENSIN: /*火炎陣*/
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case NJ_KAENSIN: /*火炎陣*/
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case GS_DESPERADO: /*デスペラード*/
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case NJ_HYOUSYOURAKU:
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case NJ_HYOUSYOURAKU:
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case NJ_RAIGEKISAI:
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case NJ_RAIGEKISAI:
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return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
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return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
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@ -3968,7 +3967,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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break;
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break;
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case ASC_METEORASSAULT: /* <20>?テオアサルト */
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case ASC_METEORASSAULT: /* <20>?テオアサルト */
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case GS_DESPERADO:
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case GS_SPREADATTACK:
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case GS_SPREADATTACK:
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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map_foreachinrange(skill_area_sub, src,
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map_foreachinrange(skill_area_sub, src,
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@ -5976,6 +5974,7 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
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case WE_CALLPARENT:
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case WE_CALLPARENT:
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case WE_CALLBABY:
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case WE_CALLBABY:
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case AC_SHOWER: //Ground-placed skill implementation.
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case AC_SHOWER: //Ground-placed skill implementation.
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case GS_DESPERADO:
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skill_unitsetting(src,skillid,skilllv,x,y,0);
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skill_unitsetting(src,skillid,skilllv,x,y,0);
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break;
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break;
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@ -6154,7 +6153,6 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
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break;
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break;
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//Until they're at right position - gs_unit- [Vicious]
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//Until they're at right position - gs_unit- [Vicious]
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case GS_DESPERADO: /* デスペラード*/
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case GS_GROUNDDRIFT: /* グラウンドドリフト*/
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case GS_GROUNDDRIFT: /* グラウンドドリフト*/
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case NJ_KAENSIN: /* 火炎陣*/
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case NJ_KAENSIN: /* 火炎陣*/
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case NJ_BAKUENRYU: /* 爆炎龍*/
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case NJ_BAKUENRYU: /* 爆炎龍*/
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@ -6871,6 +6869,11 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
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skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
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skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
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}
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}
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break;
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break;
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case UNT_DESPERADO:
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if (!(rand()%10)) //Has a low chance of connecting. [Skotlex]
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skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
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break;
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case UNT_FIREPILLAR_WAITING:
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case UNT_FIREPILLAR_WAITING:
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skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
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skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
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skill_delunit(src);
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skill_delunit(src);
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@ -931,10 +931,10 @@ enum {
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UNT_SPIDERWEB,
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UNT_SPIDERWEB,
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UNT_GRAVITATION,
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UNT_GRAVITATION,
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UNT_HERMODE,
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UNT_HERMODE,
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UNT_DESPERADO,
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UNT_KAENSIN,
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UNT_SUITON,
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UNT_SUITON,
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UNT_TATAMIGAESHI,
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UNT_KAENSIN,
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};
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};
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#endif
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#endif
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