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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-09-25 04:04:50 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-09-25 04:04:50 +0000
commit57edb71dc13e63b5b62dcb2eb8d5fe43d8debba6 (patch)
tree2932f966a27d804807fb91e51d87bab8fc348478
parent1041b3bbad62766df85393254a93602a1851895a (diff)
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- Corrected being able to cast multiple Gravitation Fields before the previous one is cancelled.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@11291 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r--Changelog-Trunk.txt2
-rw-r--r--src/map/status.c2
2 files changed, 3 insertions, 1 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 713e12601..71f4eb931 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -4,6 +4,8 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2007/09/25
+ * Corrected being able to cast multiple Gravitation Fields before the
+ previous one is cancelled. [Skotlex]
* Disabled tick cache (to enable it: define TICK_CACHE to the number of
calls that should be cached).
* Added a charid2sd database for fast charid searches.
diff --git a/src/map/status.c b/src/map/status.c
index af3deca33..e2dcf58e0 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -991,7 +991,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
(sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
|| (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
|| (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
- || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
+ || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && flag != 2)
// || (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3 && skill_num != AS_CLOAKING) //Official sites say it blocks attack/skill usage, ingame proof says it does not.
)
return 0;