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author | shennetsind <ind@henn.et> | 2014-03-29 17:53:25 -0300 |
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committer | shennetsind <ind@henn.et> | 2014-03-29 17:53:25 -0300 |
commit | f0fc96a130ac67d894e44e922504504587b53bb3 (patch) | |
tree | 122b77ad1addd17849a9c4e404a00d42d5a51beb | |
parent | 336b818cd4acc771563d4ab0d98566de25794143 (diff) | |
download | hercules-f0fc96a130ac67d894e44e922504504587b53bb3.tar.gz hercules-f0fc96a130ac67d894e44e922504504587b53bb3.tar.bz2 hercules-f0fc96a130ac67d894e44e922504504587b53bb3.tar.xz hercules-f0fc96a130ac67d894e44e922504504587b53bb3.zip |
Fixed Issue 8062
Upon death attached (if any) script's execution only terminates if there is a open dialog, allowing silent npcs to remain running.
Special Thanks to Haru, AnnieRuru!
http://hercules.ws/board/tracker/issue-8062-when-player-died-the-script-execution-stops/
Signed-off-by: shennetsind <ind@henn.et>
-rw-r--r-- | src/map/pc.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/map/pc.c b/src/map/pc.c index d9b7ea7e1..268125ae1 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -6885,7 +6885,7 @@ int pc_dead(struct map_session_data *sd,struct block_list *src) { npc->script_event(sd,NPCE_DIE); // Clear anything NPC-related when you die and was interacting with one. - if (sd->npc_id || sd->npc_shopid) { + if ( (sd->npc_id || sd->npc_shopid) && sd->state.dialog) { if (sd->state.using_fake_npc) { clif->clearunit_single(sd->npc_id, CLR_OUTSIGHT, sd->fd); sd->state.using_fake_npc = 0; |