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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-08-07 17:43:53 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-08-07 17:43:53 +0000 |
commit | 184f0ed51d24cbc1eac68becfadfa6c7e50e9403 (patch) | |
tree | b1d213b9be05f21108fac92b86fb1b8eb8ef2f81 /src/map/map.h | |
parent | 1af5eb4ad8b5a03e430772ececf37f3986d0d537 (diff) | |
download | hercules-184f0ed51d24cbc1eac68becfadfa6c7e50e9403.tar.gz hercules-184f0ed51d24cbc1eac68becfadfa6c7e50e9403.tar.bz2 hercules-184f0ed51d24cbc1eac68becfadfa6c7e50e9403.tar.xz hercules-184f0ed51d24cbc1eac68becfadfa6c7e50e9403.zip |
- Cleaned some of mpeg's updated work.
- Fixed HT_BLITZBEAT hitting neutral characters when it auto-triggers.
- Simplified the Tatami Gaeshi code.
- Fixed AS_SPLASHER doing full damage on everyone except targetted char instead of the other way around.
- Fixed KAENSIN clearing out SUITON cells and viceversa.
- The spawn area is now seen as range rather than absolute for mob spawn lines. This means that x,y,10,10 will spawn the mob on a 21x21 grid around the given x,y point.
- Some clean up of the mob-spawn code. Now you can specify negative areas, so that a spawn location such as 100,150,0,-1 will spawn a mob always on x=100, but any Y value of the current map.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8165 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/map.h')
-rw-r--r-- | src/map/map.h | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/src/map/map.h b/src/map/map.h index 68fd25d7b..071bec81c 100644 --- a/src/map/map.h +++ b/src/map/map.h @@ -859,7 +859,8 @@ struct guardian_data { // Expanded to specify all mob-related spawn data by [Skotlex]
struct spawn_data {
short class_; //Class, used because a mob can change it's class
- unsigned short m,x,y,xs,ys; //Spawn information (map, point, spawn-area around point)
+ unsigned short m,x,y; //Spawn information (map, point, spawn-area around point)
+ signed short xs,ys;
unsigned short num; //Number of mobs using this structure.
unsigned int level; //Custom level.
unsigned int delay1,delay2; //Min delay before respawning after spawn/death
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