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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-04-24 18:41:39 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-04-24 18:41:39 +0000
commit424d353923933ea786ce682a811f700852af08d5 (patch)
tree87d40fb512385d1c2027c3e9541f24c95876f2b5 /src/map/skill.c
parente6115fa3fdbe0e8bbdf0e55634232af1c0fd1a74 (diff)
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- The autoloot range check is no longer done unless AUTOLOOT_DISTANCE is defined (by default it is no longer defined)
- Ganbantein now deletes individual skill cells instead of the whole skill in the area it is casted. - Modified the mob total damage code to prevent overflows when mobs receive over 2kM damage. - Made the dmg structure of the damage log an unsigned int rather than signed. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@10343 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c7
1 files changed, 2 insertions, 5 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index e23397529..36477a61d 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -6527,7 +6527,7 @@ int skill_dance_overlap(struct skill_unit *unit, int flag)
* Flag: 0 - Convert, 1 - Revert, 2 - Initialize.
*------------------------------------------
*/
-#define skill_dance_switch(unit, group, flag) ((group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)?skill_dance_switch_sub(unit, group, flag):0)
+#define skill_dance_switch(unit, group, flag) (((group)->state.song_dance&0x1 && (unit)->val2&UF_ENSEMBLE)?skill_dance_switch_sub(unit, group, flag):0)
static int skill_dance_switch_sub(struct skill_unit *unit, struct skill_unit_group *group, int flag)
{
static struct skill_unit_group original, dissonance, uglydance, *group2;
@@ -9552,10 +9552,7 @@ int skill_ganbatein (struct block_list *bl, va_list ap)
if (unit->group->state.song_dance&0x1)
return 0; //Don't touch song/dance.
- if (unit->group->skill_id == SA_LANDPROTECTOR)
- skill_delunit(unit, 1);
- else skill_delunitgroup(NULL, unit->group, 1);
-
+ skill_delunit(unit, 1);
return 1;
}