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authorHaru <haru@dotalux.com>2016-12-03 03:41:08 +0100
committerHaru <haru@dotalux.com>2017-09-17 17:48:15 +0200
commita681d759cc887e8adccbd30d3b7a7ca355bbda96 (patch)
treecdea2ed4340cd81f31d05e34772ad0d2cf7ffd57 /src/map/skill.c
parent9a7536d2e092d9a7737e795094e68e6d1f94f6e9 (diff)
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Differentiate variables that hold a ViewSprite and a weapon Subtype
`sd->status.weapon` is renamed to `sd->status.look.weapon` and only holds ViewSprite IDs. Its previous other meaning is now transferred to `sd->weapontype` (holding the currently equipped weapon type, considering both hands at once) Signed-off-by: Haru <haru@dotalux.com>
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 1f510e6fe..4649ace42 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -806,7 +806,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
break; // If a normal attack is a skill, it's splash damage. [Inkfish]
if(sd) {
// Automatic trigger of Blitz Beat
- if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (temp=pc->checkskill(sd,HT_BLITZBEAT))>0 &&
+ if (pc_isfalcon(sd) && sd->weapontype == W_BOW && (temp=pc->checkskill(sd,HT_BLITZBEAT))>0 &&
rnd()%1000 <= sstatus->luk*3 ) {
rate = sd->status.job_level / 10 + 1;
skill->castend_damage_id(src,bl,HT_BLITZBEAT,(temp<rate)?temp:rate,tick,SD_LEVEL);
@@ -815,7 +815,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
if( pc_iswug(sd) && (temp=pc->checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*3 )
skill->castend_damage_id(src,bl,RA_WUGSTRIKE,temp,tick,0);
// Gank
- if(dstmd && sd->status.weapon != W_BOW &&
+ if(dstmd && sd->weapontype != W_BOW &&
(temp=pc->checkskill(sd,RG_SNATCHER)) > 0 &&
(temp*15 + 55) + pc->checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
if(pc->steal_item(sd,bl,pc->checkskill(sd,TF_STEAL)))
@@ -2012,7 +2012,7 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in
if (sd->bonus.unbreakable)
rate -= rate*sd->bonus.unbreakable/100;
if (where&EQP_WEAPON) {
- switch (sd->status.weapon) {
+ switch (sd->weapontype) {
case W_FIST: //Bare fists should not break :P
case W_1HAXE:
case W_2HAXE:
@@ -5917,7 +5917,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
case SA_LIGHTNINGLOADER:
case SA_SEISMICWEAPON:
if (dstsd) {
- if(dstsd->status.weapon == W_FIST ||
+ if (dstsd->weapontype == W_FIST ||
(dstsd->sc.count && !dstsd->sc.data[type] &&
( //Allow re-enchanting to lengthen time. [Skotlex]
dstsd->sc.data[SC_PROPERTYFIRE] ||
@@ -13391,7 +13391,7 @@ int skill_isammotype (struct map_session_data *sd, int skill_id)
nullpo_ret(sd);
return (
battle_config.arrow_decrement==2 &&
- (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
+ (sd->weapontype == W_BOW || (sd->weapontype >= W_REVOLVER && sd->weapontype <= W_GRENADE)) &&
skill_id != HT_PHANTASMIC &&
skill->get_type(skill_id) == BF_WEAPON &&
!(skill->get_nk(skill_id)&NK_NO_DAMAGE) &&