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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-09-27 15:07:55 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-09-27 15:07:55 +0000 |
commit | 344be8d138d359fd0be0ee72820a7982a9a8d39f (patch) | |
tree | 28b8a495326928bdd81c03fbb29f3863c21c3ae7 /src/map/map.c | |
parent | d5daeaf65b0892f5fd6dfc8cce13cc131d434b80 (diff) | |
download | hercules-344be8d138d359fd0be0ee72820a7982a9a8d39f.tar.gz hercules-344be8d138d359fd0be0ee72820a7982a9a8d39f.tar.bz2 hercules-344be8d138d359fd0be0ee72820a7982a9a8d39f.tar.xz hercules-344be8d138d359fd0be0ee72820a7982a9a8d39f.zip |
- Merged some splash changes from stable. Sharp-Shooting will now display a skill animation.
- The no_spawn_on_player setting will now also work for static mobs, but only if the setting is set to 100 or higher.
- Some small cleanups.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8887 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/map.c')
-rw-r--r-- | src/map/map.c | 12 |
1 files changed, 7 insertions, 5 deletions
diff --git a/src/map/map.c b/src/map/map.c index c57902f32..e7e2ad7b7 100644 --- a/src/map/map.c +++ b/src/map/map.c @@ -1072,7 +1072,7 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y // S ////////////////////////////////////////////////////////////// // Methodology: -// My trigonometrics and math is a little rusty... so the approach I am writing +// My trigonometrics and math are a little rusty... so the approach I am writing // here is basicly do a double for to check for all targets in the square that // contains the initial and final positions (area range increased to match the // radius given), then for each object to test, calculate the distance to the @@ -1082,9 +1082,10 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y // http://astronomy.swin.edu.au/~pbourke/geometry/pointline/ // (they have a link to a C implementation, too) // This approach is a lot like #2 commented on this function, which I have no -// idea why it was commented. I won't use doubles/floats, but pure int math for speed purposes -// The range considered is always the same no matter how close/far the target is because that's -// how SharpShooting works currently in kRO. +// idea why it was commented. I won't use doubles/floats, but pure int math for +// speed purposes. The range considered is always the same no matter how +// close/far the target is because that's how SharpShooting works currently in +// kRO. //Generic map_foreach* variables. va_list ap; @@ -1218,7 +1219,8 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y map_freeblock_lock(); for(i=blockcount;i<bl_list_count;i++) - returnCount += func(bl_list[i],ap); + if(bl_list[i]->prev) //This check is done in case some object gets killed due to further skill processing. + returnCount += func(bl_list[i],ap); map_freeblock_unlock(); |