performance improvement initial commit for status change state functionality, this first commit covers status that makes you unable to move.
-- this cache the status changes into states saving dozens of checks whenever a unit moves/per cell. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16209 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -84,6 +84,8 @@ static int StatusIconChangeTable[SC_MAX]; // status -> "icon" (icon is
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static unsigned int StatusChangeFlagTable[SC_MAX]; // status -> flags
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static int StatusSkillChangeTable[SC_MAX]; // status -> skill
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static int StatusRelevantBLTypes[SI_MAX]; // "icon" -> enum bl_type (for clif_status_change to identify for which bl types to send packets)
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static unsigned int StatusChangeStateTable[SC_MAX]; // status -> flags
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/**
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* Returns the status change associated with a skill.
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@ -172,18 +174,22 @@ static void set_sc(int skill, sc_type sc, int icon, unsigned int flag)
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SkillStatusChangeTable[sk] = sc;
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}
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void initChangeTables(void)
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{
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void initChangeTables(void) {
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int i;
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for (i = 0; i < SC_MAX; i++)
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StatusIconChangeTable[i] = SI_BLANK;
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for (i = 0; i < MAX_SKILL; i++)
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SkillStatusChangeTable[i] = SC_NONE;
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for (i = 0; i < SI_MAX; i++)
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StatusRelevantBLTypes[i] = BL_PC;
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memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
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memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
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memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
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//First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]
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set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
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@ -934,6 +940,33 @@ void initChangeTables(void)
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if( !battle_config.display_hallucination ) //Disable Hallucination.
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StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
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/* StatusChangeState (SCS_) NOMOVE */
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StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
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StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
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StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
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StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
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StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
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StatusChangeStateTable[SC_SPIDERWEB] |= SCS_NOMOVE|SCS_CONDITION;
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StatusChangeStateTable[SC_DANCING] |= SCS_NOMOVE|SCS_CONDITION;
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StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_CONDITION;
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StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_CONDITION;
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StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
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StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
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StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
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StatusChangeStateTable[SC_CLOAKING] |= SCS_NOMOVE|SCS_CONDITION;
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StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
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StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_CONDITION;
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StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
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StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
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StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
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StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
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StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
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StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
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StatusChangeStateTable[SC_VACUUM_EXTREME] |= SCS_NOMOVE;
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StatusChangeStateTable[SC_FEAR] |= SCS_NOMOVE|SCS_CONDITION;
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StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
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StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
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}
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static void initDummyData(void)
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@ -3348,7 +3381,41 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str
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regen->flag&=~sce->val4; //Remove regen as specified by val4
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}
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}
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void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start ) {
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bool has_condition = ( flag&SCS_CONDITION ) ? true : false;
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/* no sc at all, we can zero without any extra weight over our conciousness */
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if( !sc->count ) {
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memset(&sc->cant, 0, sizeof (sc->cant));
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return;
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}
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if( flag&SCS_NOMOVE ) {
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if( !has_condition ) {
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sc->cant.move += ( start ? 1 : -1 );
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} else if(
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(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
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|| (sc->data[SC_DANCING] && sc->data[SC_DANCING]->val4 && (
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!sc->data[SC_LONGING] ||
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(sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT ||
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(sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE
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) )
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|| (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
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|| (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
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|| (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
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|| (sc->data[SC_CLOAKING] && //Need wall at level 1-2
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sc->data[SC_CLOAKING]->val1 < 3 && !(sc->data[SC_CLOAKING]->val4&1))
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|| (sc->data[SC_FEAR] && sc->data[SC_FEAR]->val2 > 0)
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) {
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sc->cant.move += ( start ? 1 : -1 );
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}
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}
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/* others e.g. cant.cast, cant.pickup (check clif_parse_TakeItem) */
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return;
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}
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/// Recalculates parts of an object's battle status according to the specified flags.
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/// @param flag bitfield of values from enum scb_flag
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void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
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@ -8179,6 +8246,9 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
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if (calc_flag)
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status_calc_bl(bl,calc_flag);
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if ( StatusChangeStateTable[type] ) /* non-zero */
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status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
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if(sd && sd->pd)
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pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
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@ -8414,6 +8484,9 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
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}
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}
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if ( StatusChangeStateTable[type] )
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status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
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sc->data[type] = NULL;
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(sc->count)--;
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@ -1408,6 +1408,12 @@ enum manner_flags
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MANNER_NOROOM = 0x10,
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};
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/* Status Change State Flags */
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enum scs_flag {
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SCS_CONDITION = 0x00000001, /* this implies the flag has a condition (if-checkin) */
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SCS_NOMOVE = 0x00000002, /* unit unable to move */
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};
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//Define flags for the status_calc_bl function. [Skotlex]
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enum scb_flag
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{
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@ -1556,6 +1562,9 @@ struct status_change {
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unsigned char count;
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//TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
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unsigned char jb_flag; //Joint Beat type flag
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struct {
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unsigned char move;
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} cant;/* status change state flags */
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//int sg_id; //ID of the previous Storm gust that hit you
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short comet_x, comet_y; // Point where src casted Comet - required to calculate damage from this point
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/**
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@ -886,45 +886,15 @@ int unit_can_move(struct block_list *bl)
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return 0; //Can't move
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if (sc) {
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if( sc->cant.move )
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return 0;
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if (sc->opt1 > 0 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
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return 0;
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if ((sc->option & OPTION_HIDE) && (!sd || pc_checkskill(sd, RG_TUNNELDRIVE) <= 0))
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return 0;
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if (sc->count && (
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sc->data[SC_ANKLE]
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|| sc->data[SC_AUTOCOUNTER]
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|| sc->data[SC_TRICKDEAD]
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|| sc->data[SC_BLADESTOP]
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|| sc->data[SC_BLADESTOP_WAIT]
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|| (sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
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|| (sc->data[SC_DANCING] && sc->data[SC_DANCING]->val4 && (
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!sc->data[SC_LONGING] ||
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(sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT ||
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(sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE
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))
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|| (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
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|| (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
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|| sc->data[SC_STOP]
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|| sc->data[SC_CLOSECONFINE]
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|| sc->data[SC_CLOSECONFINE2]
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|| (sc->data[SC_CLOAKING] && //Need wall at level 1-2
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sc->data[SC_CLOAKING]->val1 < 3 && !(sc->data[SC_CLOAKING]->val4&1))
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|| sc->data[SC_MADNESSCANCEL]
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|| (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
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|| sc->data[SC_WHITEIMPRISON]
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|| sc->data[SC_ELECTRICSHOCKER]
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|| sc->data[SC_BITE]
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|| sc->data[SC_THORNSTRAP]
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|| sc->data[SC_MAGNETICFIELD]
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|| sc->data[SC__MANHOLE]
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|| sc->data[SC_VACUUM_EXTREME]
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|| (sc->data[SC_FEAR] && sc->data[SC_FEAR]->val2 > 0)
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|| sc->data[SC_CURSEDCIRCLE_ATKER]
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|| sc->data[SC_CURSEDCIRCLE_TARGET]
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))
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return 0;
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}
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return 1;
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}
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