Minor define cleanups
* Removed some variable defines that were redefines.
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c1d9520019
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@ -5085,20 +5085,16 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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break;
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break;
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#endif
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#endif
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case RK_DRAGONBREATH_WATER:
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case RK_DRAGONBREATH_WATER:
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case RK_DRAGONBREATH: {
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case RK_DRAGONBREATH:
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struct status_change *tsc2 = NULL;
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if( tsc->data[SC_HIDING] )
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if( (tsc2 = status_get_sc(bl)) && (tsc2->data[SC_HIDING] )) {
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clif_skill_nodamage(src,src,skill_id,skill_lv,1);
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clif_skill_nodamage(src,src,skill_id,skill_lv,1);
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} else
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else
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skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
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skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
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}
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break;
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break;
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case NPC_SELFDESTRUCTION: {
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case NPC_SELFDESTRUCTION:
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struct status_change *tsc2 = NULL;
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if( tsc->data[SC_HIDING] )
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if( (tsc2 = status_get_sc(bl)) && tsc2->data[SC_HIDING] )
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break;
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break;
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}
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case HVAN_EXPLOSION:
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case HVAN_EXPLOSION:
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if (src != bl)
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if (src != bl)
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skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
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skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
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@ -5558,15 +5554,13 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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}
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}
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break;
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break;
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case SO_POISON_BUSTER: {
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case SO_POISON_BUSTER:
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struct status_change *tsc2 = status_get_sc(bl);
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if( tsc && tsc->data[SC_POISON] ) {
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if( tsc2 && tsc2->data[SC_POISON] ) {
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skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
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skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
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status_change_end(bl, SC_POISON, INVALID_TIMER);
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status_change_end(bl, SC_POISON, INVALID_TIMER);
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}
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}
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else if( sd )
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else if( sd )
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clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
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clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
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}
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break;
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break;
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case GN_SPORE_EXPLOSION:
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case GN_SPORE_EXPLOSION:
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@ -5660,14 +5654,13 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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case EL_TIDAL_WEAPON:
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case EL_TIDAL_WEAPON:
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if( src->type == BL_ELEM ) {
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if( src->type == BL_ELEM ) {
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struct elemental_data *ele = BL_CAST(BL_ELEM,src);
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struct elemental_data *ele = BL_CAST(BL_ELEM,src);
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struct status_change *sc2 = status_get_sc(&ele->bl);
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struct status_change *tsc_ele = status_get_sc(&ele->bl);
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struct status_change *tsc2 = status_get_sc(bl);
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sc_type type = status_skill2sc(skill_id), type2;
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sc_type type = status_skill2sc(skill_id), type2;
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type2 = type-1;
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type2 = type-1;
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clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
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clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
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clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
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clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
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if( (sc2 && sc2->data[type2]) || (tsc2 && tsc2->data[type]) ) {
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if( (tsc_ele && tsc_ele->data[type2]) || (tsc && tsc->data[type]) ) {
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elemental_clean_single_effect(ele, skill_id);
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elemental_clean_single_effect(ele, skill_id);
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}
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}
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if( rnd()%100 < 50 )
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if( rnd()%100 < 50 )
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