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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-12-20 15:54:11 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-12-20 15:54:11 +0000 |
commit | db09034d6836abbd1c8988cd0d07236e3c8f2bf1 (patch) | |
tree | 577cced26eef0a0d31d896f3cc1c83d6dd1a385d /src/map/npc.c | |
parent | 71f3bdc9d000855ce363c8ef9f481c1526f8b480 (diff) | |
download | hercules-db09034d6836abbd1c8988cd0d07236e3c8f2bf1.tar.gz hercules-db09034d6836abbd1c8988cd0d07236e3c8f2bf1.tar.bz2 hercules-db09034d6836abbd1c8988cd0d07236e3c8f2bf1.tar.xz hercules-db09034d6836abbd1c8988cd0d07236e3c8f2bf1.zip |
- Added an answer to a FlavioJS's comment, and added a question myself (npc.c/script.c respectively)
- Fixed add_str in script.h not being updated to const char as well. But why do we really need such a script-engine low-level function exposed to the rest of files? :/
- Moved the strip unequip code to before deleting the timer, this fixes trying to "re-strip" someone causing the skill to fail and on top of that terminate their current strip effect.
- Added an ugly work around to the issue of skills with additional effect causing opt1 status when they have just terminated them (in short, you shouldn't be able to hit someone with, say, sleep, and then have the same skill cause them stun, since both are opt1 values).
- Reading of TK Mission variables will now happen if you are a TK-class character regardless of whether you know TK_MISSION or not. Should fix being able to reset skills to reset your Mission data.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9537 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/npc.c')
-rw-r--r-- | src/map/npc.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/map/npc.c b/src/map/npc.c index 447d04d7a..8e2a0d009 100644 --- a/src/map/npc.c +++ b/src/map/npc.c @@ -2943,7 +2943,7 @@ int do_final_npc(void) if ((bl = map_id2bl(i))){ if (bl->type == BL_NPC) npc_unload((struct npc_data *)bl); - else if (bl->type&(BL_MOB|BL_PET))//## why BL_PET? [FlavioJS] + else if (bl->type&(BL_MOB|BL_PET))//## why BL_PET? [FlavioJS] //## Because this is invoked after saving/wiping all players, which would include all pets. This bit of code will take care of any pets without a master that are still lingering in the map. [Skotlex] unit_free(bl, 0); } } |