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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-12-12 21:38:34 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-12-12 21:38:34 +0000 |
commit | d35733732b5594c7e5da8146157a5d59325f0909 (patch) | |
tree | 05921235267062bcc3f5139fd6d9474ee948e88f /src/map/mob.c | |
parent | 18bbc8b3983085d0b262422796cb7631f78df287 (diff) | |
download | hercules-d35733732b5594c7e5da8146157a5d59325f0909.tar.gz hercules-d35733732b5594c7e5da8146157a5d59325f0909.tar.bz2 hercules-d35733732b5594c7e5da8146157a5d59325f0909.tar.xz hercules-d35733732b5594c7e5da8146157a5d59325f0909.zip |
- Mobs now by default are "everyone's" enemy, so mobs are able to hit each another.
- Added monster_ai&0x400 to use the previous 'smart' criteria that prevents mobs from fighting each another.
- Moved "unsetting" the angry mode from the mob_ai to the mob_damage function, where it'll work regardless of who hits the mob.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9481 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/mob.c')
-rw-r--r-- | src/map/mob.c | 20 |
1 files changed, 11 insertions, 9 deletions
diff --git a/src/map/mob.c b/src/map/mob.c index 286146e5c..32deef2bc 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -1162,14 +1162,6 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap) } } } - if (md->state.aggressive && md->attacked_id == md->target_id) - { //No longer aggressive, change to retaliate AI. - md->state.aggressive = 0; - if(md->state.skillstate== MSS_ANGRY) - md->state.skillstate = MSS_BERSERK; - if(md->state.skillstate== MSS_FOLLOW) - md->state.skillstate = MSS_RUSH; - } //Clear it since it's been checked for already. md->attacked_id = 0; } @@ -1582,8 +1574,18 @@ void mob_damage(struct mob_data *md, struct block_list *src, int damage) { int char_id = 0, flag = 0; - if (damage > 0) //Store total damage... + if (damage > 0) + { //Store total damage... md->tdmg+=damage; + if (md->state.aggressive) + { //No longer aggressive, change to retaliate AI. + md->state.aggressive = 0; + if(md->state.skillstate== MSS_ANGRY) + md->state.skillstate = MSS_BERSERK; + if(md->state.skillstate== MSS_FOLLOW) + md->state.skillstate = MSS_RUSH; + } + } if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS) // guardian hp update [Valaris] (updated by [Skotlex]) md->guardian_data->castle->guardian[md->guardian_data->number].hp = md->status.hp; |