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@ -372,6 +372,7 @@ void Creature::SelectSkillTargets(Skill* skill, const a8::Vec2& target_pos, std:
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break;
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break;
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case kST_EnemyAndSelf:
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case kST_EnemyAndSelf:
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{
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{
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#if 0
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TouchAllLayerHumanList
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TouchAllLayerHumanList
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(
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(
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[this, skill, &target_pos, &target_list] (Human* hum, bool& stop)
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[this, skill, &target_pos, &target_list] (Human* hum, bool& stop)
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@ -381,6 +382,7 @@ void Creature::SelectSkillTargets(Skill* skill, const a8::Vec2& target_pos, std:
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target_list.insert(hum);
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target_list.insert(hum);
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}
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}
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});
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});
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#endif
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}
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}
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break;
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break;
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case kST_SingleEnemyAndSelf:
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case kST_SingleEnemyAndSelf:
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@ -470,8 +472,10 @@ void Creature::DoSkill(int skill_id, int target_id, const a8::Vec2& target_pos)
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DoSkillPreProc(skill_id, target_id, target_pos);
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DoSkillPreProc(skill_id, target_id, target_pos);
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skill_target_id_ = target_id;
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skill_target_id_ = target_id;
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skill_target_pos_ = target_pos;
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skill_target_pos_ = target_pos;
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if (CanUseSkill(skill_id)) {
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Skill* skill = GetSkill(skill_id);
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if (skill && CanUseSkill(skill_id)) {
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ResetSkill();
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ResetSkill();
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curr_skill_ = skill;
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playing_skill = true;
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playing_skill = true;
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CurrentSkill()->last_use_frameno = room->GetFrameNo();
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CurrentSkill()->last_use_frameno = room->GetFrameNo();
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if (CurrentSkill()->meta->i->skill_target() == kST_Self
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if (CurrentSkill()->meta->i->skill_target() == kST_Self
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@ -511,6 +515,7 @@ void Creature::DoSkillPostProc(bool used, int skill_id, int target_id, const a8:
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void Creature::ResetSkill()
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void Creature::ResetSkill()
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{
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{
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curr_skill_ = nullptr;
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curr_skill_phase = 0;
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curr_skill_phase = 0;
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skill_dir = a8::Vec2();
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skill_dir = a8::Vec2();
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skill_target_pos_ = a8::Vec2();
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skill_target_pos_ = a8::Vec2();
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@ -596,7 +601,7 @@ MetaData::SkillPhase* Creature::GetCurrSkillPhase()
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Skill* Creature::CurrentSkill()
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Skill* Creature::CurrentSkill()
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{
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{
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return nullptr;
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return curr_skill_;
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}
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}
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void Creature::ProcBuffEffect(Creature* caster, Buff* buff)
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void Creature::ProcBuffEffect(Creature* caster, Buff* buff)
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@ -90,6 +90,7 @@ private:
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float skill_param1 = 0;
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float skill_param1 = 0;
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bool playing_skill = false;
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bool playing_skill = false;
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size_t curr_skill_phase = 0;
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size_t curr_skill_phase = 0;
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Skill* curr_skill_ = nullptr;
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int skill_target_id_ = 0;
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int skill_target_id_ = 0;
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a8::Vec2 skill_target_pos_;
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a8::Vec2 skill_target_pos_;
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std::map<int, Skill*> skill_hash_;
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std::map<int, Skill*> skill_hash_;
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