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authorMichieru <Michieru@users.noreply.github.com>2014-10-19 20:10:51 +0200
committerMichieru <Michieru@users.noreply.github.com>2014-10-19 20:10:51 +0200
commit8e842d6d2fa3c8c90ff49bf1c9c1542fa5698667 (patch)
tree30ed77b0f7a4a13bdf93f089b6f4a7b7f726ccd6 /src/map/unit.c
parente552575e01f7d9f519d8708222e8191d56776ddd (diff)
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Small Icewall implementation improvement
- Now monsters will walk into an icewall from the south and west if they already started moving to that cell * This will make it slightly easier to trap a monster in an icewall (this is official as can be seen in the videos I linked in the main commit) * This only applies if the icewall_walk_block configuration setting was not set to 0 (disabled) Special thanks to Playtester (rathena 753f4c5b314910)
Diffstat (limited to 'src/map/unit.c')
-rw-r--r--src/map/unit.c4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/map/unit.c b/src/map/unit.c
index 2d8fd530d..769d0ccd0 100644
--- a/src/map/unit.c
+++ b/src/map/unit.c
@@ -247,7 +247,9 @@ int unit_walktoxy_timer(int tid, int64 tick, int id, intptr_t data) {
dx = dirx[(int)dir];
dy = diry[(int)dir];
- if(map->getcell(bl->m,x+dx,y+dy,CELL_CHKNOPASS))
+ //Monsters will walk into an icewall from the west and south if they already started walking
+ if(map->getcell(bl->m,x+dx,y+dy,CELL_CHKNOPASS)
+ && (battle_config.icewall_walk_block == 0 || !map->getcell(bl->m,x+dx,y+dy,CELL_CHKICEWALL) || dx < 0 || dy < 0))
return unit->walktoxy_sub(bl);
//Monsters can only leave icewalls to the west and south