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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-08-15 15:26:51 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-08-15 15:26:51 +0000 |
commit | e4803fa9d29af8a88a20039c636cb47fcb2a898a (patch) | |
tree | c2c2b944b02f050d2f2fc41370552c3b3f3c9da9 /src/map/status.c | |
parent | fa6f60245d391ec204be0cf1a6a8a2fca5bea609 (diff) | |
download | hercules-e4803fa9d29af8a88a20039c636cb47fcb2a898a.tar.gz hercules-e4803fa9d29af8a88a20039c636cb47fcb2a898a.tar.bz2 hercules-e4803fa9d29af8a88a20039c636cb47fcb2a898a.tar.xz hercules-e4803fa9d29af8a88a20039c636cb47fcb2a898a.zip |
- Asura Strike now moves you to the target on fail always (unless the target does not exists or is in another map or there's a obstacle on the way)
- Corrected skill_attack_area hitting dead characters on it's splash range.
- Swapped the values for OPTION_XMAS and OPTION_FLYING. This should enable SG to show the fly animation again, even if sometimes others will see him as Santa. As for xmas cloth, it shouldn't make much of a difference since the view class is changed to christmas anyway.
- Moved the AM_CALLHOMUN code from castend_id to castend_pos.
- Made AM_CALLHOMUN and AM_RESURRECTHOMUN be like the wedding skills, where they automatically pick a spot around you.
- Cleaned up some the AM_RESURRECTHOMUN code. Hopefully it works now.
- Cleaned up some the hom evolution code.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8292 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 10 |
1 files changed, 6 insertions, 4 deletions
diff --git a/src/map/status.c b/src/map/status.c index fa7de060e..a198de02f 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -852,16 +852,18 @@ int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per status->hp += hp; status->sp += sp; - clif_resurrection(bl, 1); + if (bl->prev) //Animation only if character is already on a map. + clif_resurrection(bl, 1); switch (bl->type) { case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break; case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); -// case BL_HOM: //[orn] -// merc_hom_revive((TBL_HOM*)bl, hp, sp); -// break; + break; + case BL_HOM: //[orn] + merc_homun_revive((TBL_HOM*)bl, hp, sp); + break; } return 1; } |