Suggestion fixes
Thanks to @Lemongrass3110!
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@ -3109,7 +3109,7 @@ static bool is_attack_hitting(struct Damage* wd, struct block_list *src, struct
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uint16 cart_remodel_lv = pc_checkskill(sd, GN_REMODELING_CART);
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if (sd && cart_remodel_lv > 0)
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hitrate = hitrate * skill_get_hitrate(GN_REMODELING_CART, cart_remodel_lv) / 100;
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hitrate = hitrate * static_cast<int16>(skill_get_hitrate(GN_REMODELING_CART, cart_remodel_lv)) / 100;
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}
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break;
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case RL_SLUGSHOT:
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@ -3118,27 +3118,30 @@ static bool is_attack_hitting(struct Damage* wd, struct block_list *src, struct
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if (dist > 3) {
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// Reduce n hitrate for each cell after initial 3 cells.
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hitrate -= (skill_get_hitrate(RL_SLUGSHOT, skill_lv) * (dist - 3));
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hitrate -= (static_cast<int16>(skill_get_hitrate(RL_SLUGSHOT, skill_lv)) * (dist - 3));
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}
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}
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break;
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default:
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{
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struct s_skill_hitrate skill_hitrate = skill_db.find(skill_id)->hitrate;
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s_skill_hitrate &skill_hitrate = skill_db.find(skill_id)->hitrate;
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if (skill_hitrate.rate[skill_lv] != 100) { // Hit skill modifiers
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bool req_fail = false;
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// List of skills required to be learned before adjusting hitrate (players only).
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if (sd) {
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for (const auto &skill_req : skill_hitrate.skills) {
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if (sd && pc_checkskill(sd, skill_req.first) < skill_req.second) {
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if (pc_checkskill(sd, skill_req.first) < skill_req.second) {
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req_fail = true;
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break;
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}
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}
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}
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// If there were no requirements or the requirements were fulfilled successfully, apply the changed hitrate
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if (!req_fail)
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hitrate = hitrate * skill_hitrate.rate[skill_lv] / 100;
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hitrate = hitrate * static_cast<int16>(skill_hitrate.rate[skill_lv]) / 100;
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}
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}
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break;
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