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author | momacabu <momacabu@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-11-09 00:26:36 +0000 |
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committer | momacabu <momacabu@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-11-09 00:26:36 +0000 |
commit | bfb15e68b763800587fa57727fc4baaa0e5e2800 (patch) | |
tree | cc8f52cc370b811d5662c6c69fcabb1c94a1207f /src/map/status.c | |
parent | 9c8991447ced838c88037dbbf76cf04a970e25dd (diff) | |
download | hercules-bfb15e68b763800587fa57727fc4baaa0e5e2800.tar.gz hercules-bfb15e68b763800587fa57727fc4baaa0e5e2800.tar.bz2 hercules-bfb15e68b763800587fa57727fc4baaa0e5e2800.tar.xz hercules-bfb15e68b763800587fa57727fc4baaa0e5e2800.zip |
- Removed backup.pl (for TXT servers) and vs9-to-vs8.php (outdated versions);
- Merged @killmonster2 with @killmonster tid:73632;
- Fixed bugreport:6764, auction code was misplaced;
- Follow up to r16753 (bugreport:6523), fixed bugreport:6673, using Gravitational Field with Safety Wall would keep the character immobilized. Blame myself, thankyou Lunar for the fix;
- Fixed bugreport:6514, @slaveclone wouldn't be targeted by monster. Thanks to zippy;
- Fixed bugreport:6837, some code was duplicated;
- Fixed bugreport:6768, removed some leftovers from TXT removal;
- Fixed bugreport:6868, Unequipping a weapon with Incantation Samurai card will not kill you if you have less than 999 hp and are on a non-pvp map;
- Fixed wrong bit field on ai field in mob_data structure. Credits to Ind.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16881 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/map/status.c b/src/map/status.c index eff787956..e097dcdb1 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -1224,8 +1224,8 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break; case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break; case BL_HOM: merc_damage((TBL_HOM*)target); break; - case BL_MER: mercenary_damage((TBL_MER*)target,hp,sp); break; - case BL_ELEM: elemental_damage((TBL_ELEM*)target,hp,sp); break; + case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break; + case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break; } if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) {// stop walking when attacked in disguise to prevent walk-delay bug @@ -1248,9 +1248,9 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s switch (target->type) { case BL_PC: flag = pc_dead((TBL_PC*)target,src); break; case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break; - case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target,src); break; - case BL_MER: flag = mercenary_dead((TBL_MER*)target,src); break; - case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target,src); break; + case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target); break; + case BL_MER: flag = mercenary_dead((TBL_MER*)target); break; + case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break; default: //Unhandled case, do nothing to object. flag = 0; break; |