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authormomacabu <momacabu@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-11-09 00:26:36 +0000
committermomacabu <momacabu@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-11-09 00:26:36 +0000
commitbfb15e68b763800587fa57727fc4baaa0e5e2800 (patch)
treecc8f52cc370b811d5662c6c69fcabb1c94a1207f /src/map/status.c
parent9c8991447ced838c88037dbbf76cf04a970e25dd (diff)
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- Removed backup.pl (for TXT servers) and vs9-to-vs8.php (outdated versions);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.c10
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;