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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-04-26 13:43:10 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-04-26 13:43:10 +0000
commit5f608a3e128d68ca34fa582d939dc63b17822fb5 (patch)
tree57aaffb8736344aeaed00143662fec65b6c60d33 /src/map
parent574e6a883b6d052b8e3712c8a5d1232ff8726be5 (diff)
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- Changed the skill_wall_check to use shoot-path seeking. May fix skill_wall_check setting.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@6291 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map')
-rw-r--r--src/map/skill.c3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 887bc62ce..e25d79d2b 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -6553,8 +6553,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
if (alive && battle_config.skill_wall_check) {
//Check if there's a path between cell and center of casting.
- struct walkpath_data wpd;
- if (path_search_real(&wpd,src->m,ux,uy,x,y,0x1,CELL_CHKWALL) == -1)
+ if (!path_search_long(NULL,src->m,ux,uy,x,y))
alive = 0;
}