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@ -1386,6 +1386,7 @@ void Human::DeadDrop()
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ClearGemStoneBuffs();
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}
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{
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#if 0
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if (GetInventory(IS_BLUE_STONE) > 0) {
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room->frame_event.AddPropChg
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(
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@ -1408,6 +1409,7 @@ void Human::DeadDrop()
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if (main_skill) {
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main_skill->Reset();
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}
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#endif
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}
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{
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if (GetInventory(IS_WEAPON_STONE) > 0) {
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@ -547,15 +547,6 @@ bool Skill::IsFullLevel()
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return level_ == 4;
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}
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void Skill::Reset()
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{
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Clear();
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for (int i = 2; i <= level_; ++i) {
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owner->skill_hash_.erase(GetBaseSkillMeta()->skill_id() + i - 1);
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}
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level_ = 1;
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}
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const mt::Skill* Skill::GetCurrSkillMeta()
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{
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return curr_meta_;
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@ -59,7 +59,6 @@ class Skill
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void LevelUp();
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bool IsFullLevel();
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void Clear();
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void Reset();
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const mt::Skill* GetCurrSkillMeta();
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int GetSkillId();
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int GetBaseSkillId();
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