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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-11-06 15:58:30 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-11-06 15:58:30 +0000 |
commit | bb0e0bcc5d4da8331f6fb33c879b2d757855722a (patch) | |
tree | 4b768273eb0b136ca23f71f1b4504ed34c1ab8b2 /src/map/clif.c | |
parent | 4ecf64221cb558786e4581f4ac7ffa733fa3e4d5 (diff) | |
download | hercules-bb0e0bcc5d4da8331f6fb33c879b2d757855722a.tar.gz hercules-bb0e0bcc5d4da8331f6fb33c879b2d757855722a.tar.bz2 hercules-bb0e0bcc5d4da8331f6fb33c879b2d757855722a.tar.xz hercules-bb0e0bcc5d4da8331f6fb33c879b2d757855722a.zip |
- Ganbantein's delay is now 2 secs.
- Removed the time2 value of NJ_NEN since it has no use.
- Removed the return code entry when logging GM reload-GM requests (login-sql),it'll just be stored as zero.
- Added a fix on socket.c to not pick INADDR_ANY when choosing our own IP.
- Applied the correction on maprespawnguildid so that it parses ALL players and not just those on a map.
- TK_JUMPKICK now dispels normal aspd/speed potions (not berserk pitched ones) and Preserve will be unable to block this.
- Soul Linkers are now inmune to SA_DISPEL
- You can now place everything (except magic skills) on top of LPs.
- Corrected Ganbantein to not touch song/dance/ensembles.
- Status_calc_pc will refuse to execute if the player is still tagged as a "new connection" and the invocation is not meant to be the first one.
- Swapped the order of checks in status_isimmune so that Wand of Hermod skill blocking takes precedence over GTB's
- Client packets will all be ignored while a player is not on a map until the LoadEndAck packet is received.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9152 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/clif.c')
-rw-r--r-- | src/map/clif.c | 11 |
1 files changed, 6 insertions, 5 deletions
diff --git a/src/map/clif.c b/src/map/clif.c index 10f423cba..f5ba4101f 100644 --- a/src/map/clif.c +++ b/src/map/clif.c @@ -8218,8 +8218,6 @@ void clif_parse_LoadEndAck(int fd,struct map_session_data *sd) if(sd->npc_id) npc_event_dequeue(sd);
if(sd->state.connect_new) {
- // Temperory moved to pc_reg_received until Skot is back.
- //status_calc_pc(sd,1);
if (sd->sc.option&OPTION_FALCON)
clif_status_load(&sd->bl, SI_FALCON, 1);
@@ -8318,8 +8316,7 @@ void clif_parse_LoadEndAck(int fd,struct map_session_data *sd) clif_send_petdata(sd,0,0);
clif_send_petdata(sd,5,battle_config.pet_hair_style);
clif_send_petstatus(sd);
-
- if(sd->state.connect_new && sd->pd->pet.intimate > 900)
+ if(sd->state.connect_new && sd->pd->pet.intimate > 900)
clif_pet_emotion(sd->pd,(sd->pd->pet.class_ - 100)*100 + 50 + pet_hungry_val(sd->pd));
}
@@ -8349,8 +8346,8 @@ void clif_parse_LoadEndAck(int fd,struct map_session_data *sd) sc_start(&sd->bl,SC_NOCHAT,100,0,0);
if(sd->state.connect_new) {
- //Delayed night effect on log-on fix for the glow-issue. Thanks to Larry.
sd->state.connect_new = 0;
+ //Delayed night effect on log-on fix for the glow-issue. Thanks to Larry.
if (night_flag) {
char tmpstr[1024];
strcpy(tmpstr, msg_txt(500)); // Actually, it's the night...
@@ -11731,6 +11728,10 @@ int clif_parse(int fd) { if (sd && sd->state.auth == 1 && sd->state.waitingdisconnect == 1) { // 切断待ちの場合パケットを処理しない
} else if (packet_db[packet_ver][cmd].func) {
+ if (sd && sd->bl.prev == NULL &&
+ packet_db[packet_ver][cmd].func != clif_parse_LoadEndAck)
+ ; //Only valid packet when player is not on a map is the finish-loading packet.
+ else
if (sd
|| packet_db[packet_ver][cmd].func == clif_parse_WantToConnection
|| packet_db[packet_ver][cmd].func == clif_parse_debug
|