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authorMichieru <Michieru@users.noreply.github.com>2014-11-03 11:46:22 +0100
committerMichieru <Michieru@users.noreply.github.com>2014-11-03 11:46:22 +0100
commitb8abf962fd079bc3cad4498aa968f2318d1f5fde (patch)
tree941b9d312ded4e3b75360febb73922a79637c10c /src/map/unit.h
parent1c76a4249ea878bd133c16a7e8b799d51b7e8594 (diff)
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* No cell stacking implemented (official version)
- Split config cell_stack_limit into custom_cell_stack_limit (previous feature) and official_cell_stack_limit (see below) - Expanded map_count_oncell by a flag parameter, currently only one flag is supported: only count standing units (needed for official cell stack feature) - Added a new function map_closest_freecell that will return the closest free cell using the same order that official servers use - Monsters will now actively search for a free cell when starting to walk randomly and when unlocking target - When any unit finishes walking (regularly) and is not on a free cell, it will now actively search for a free cell - Step actions will be delayed until a suitable cell was found, they will even be executed when the player walked slightly out of attack range - Monsters will now stop instantly if their target is completely non-existent * This is mainly for looters that had their loot taken * Hide and most other situations still use the configuration setting monster_chase_refresh Mega Thanks to Playtester
Diffstat (limited to 'src/map/unit.h')
-rw-r--r--src/map/unit.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/map/unit.h b/src/map/unit.h
index d107992dd..881fa16f4 100644
--- a/src/map/unit.h
+++ b/src/map/unit.h
@@ -43,6 +43,7 @@ struct unit_data {
unsigned change_walk_target : 1 ;
unsigned skillcastcancel : 1 ;
unsigned attack_continue : 1 ;
+ unsigned step_attack : 1;
unsigned walk_easy : 1 ;
unsigned running : 1;
unsigned speed_changed : 1;